Skinning the model - Part 2
Having finished skinning the bottom part of the model, I have moved up towards the top side, starting with the lower spine bone (or the lower back). Looking back on it, the lowest back area must’ve been the hardest to deal with out of all three back sections, as that’s where the pelvis vertices need to be blended in with the spine vertices. That means that the character’s back needs to bend in a natural way, slowly crossing from the pelvis section to the back section. If the vertices are not carefully blended and the jump is too abrupt between the two cross sections, then the character’s back will ‘break’ instead of bending as one would normally expect. This I found out by myself within minutes, having initially set the absolute effect value of the lower back section to 1.0 (or 100%), making the model look as if he’d snapped his spine each time I would try to bend him into a position. After multiple attempts I managed to get the hang of it and made a decently smo...