![]() Skin Mesh, textured and triangulated Rigging Where possible, cap holes, weld verts and remove hidden faces, this will help with skinning, especially automated skinning processes. This will also make it easier to position your rig inside the mesh. This will help allow space to refine polygon detail where you need it (e.g. Since a character typically walks upright on a floor, it is much easier to handle if its anchor point (ie, its transform position) is directly on that floor.
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