Hello and welcome to SkinOrDie 2.0 (aka SoD)!
This is just a short introduction to the script and how it has been developed. You do not have to read this to understand
the script, but it might give you some ideas of its functions..
SoD has been mainly developed to help skinning 'Next Generation' InGame Characters, which have about 15k polys and can not take
advantage of MeshSmooth, Deformers, Morphs or SkinWrap. The SkinModifier standard envelopes fail on such characters, and also painting weights
is pretty slow and not very accurate.
After evaluating all kind of solutions, I found that weighting at the vertex level gives the best results.
The only problem was that the SkinModifer is not really comfortably when it comes to weighting a few thousand vertices by hand...
That was when SoD was born ;)
Actually, SoD is just a large set of tools that allow you to select vertices in many ways and weight them (see the
Feature List for details).
Read the
First Start for a quick overview on how I usually use the script.
You should also read the
Tips and
Known Problems section!