Rigging & animation · Intermediate

Skinning

Attaching a mesh to its skeleton so the surface bends with the bones

Also called Binding

What is skinning in 3D animation?

Skinning is the step that attaches a mesh to its skeleton, so each vertex knows which bones move it and by how much. Once a model is skinned, posing the bones bends the surface with them. The per-vertex amounts are called weights.

Think of it like this

Like a glove on a hand: the glove has no bones of its own, but it stretches and folds wherever the fingers inside move it.

Where it fits in a 3D project

  1. Create
  2. Surface
  3. Rig
  4. Animate
  5. Render
  6. Export

Rig: Adding a skeleton and controls so the model can move.

Weight 1.0 at the elbowFades to 0.0 along the arm
Weights decide how strongly each bone moves the skin around it.

How skinning works

  1. 01The finished mesh and skeleton are lined up in the same rest pose.
  2. 02You bind the mesh, and the software guesses weights from each bone’s distance.
  3. 03Each vertex then blends the movement of one or a few bones.
  4. 04You test poses and repaint weights wherever the surface pinches or tears.

Skinning vs rigging

PropertySkinningRigging
CoversLinking the mesh to bonesBones, controls and skinning together
ScopeOne step of the jobThe whole setup
Main toolsBind command and weight paintingBones, constraints and control shapes

Skinning is one part of rigging; when someone says a model is rigged, it is almost always skinned as well.

Where skinning is used

  • Making skin bend at elbows, knees and shoulders
  • Clothes and armor that move with a body
  • Game characters, which the engine skins every frame

Beginner tip

Bind with automatic weights first, then pose the model into extreme positions before fixing anything. Pinching shows up in a deep squat or a raised arm, rarely in the rest pose.

Skinning FAQ

What is linear blend skinning?
The most common skinning method. Each vertex moves to a weighted average of where its bones would carry it. It is fast enough for games, but twisting joints can lose volume, which is why wrists sometimes look pinched.
Why does my mesh collapse at the joints?
Usually the weights are split too evenly between two bones, or there are too few edge loops at the bend. Add loops around the joint and paint smoother, more deliberate weights.
Is skinning the same as texturing skin?
No. Skinning is about movement: tying the surface to bones. Painting skin color and pores is texturing, a separate step with its own tools.

Updated October 29, 2026 · Browse all 3D terms