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	<id>https://wiki.automationgame.com/index.php?action=history&amp;feed=atom&amp;title=Modding%2FWeld_Skin_Corrections</id>
	<title>Modding/Weld Skin Corrections - Revision history</title>
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	<updated>2026-05-02T15:32:06Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.automationgame.com/index.php?title=Modding/Weld_Skin_Corrections&amp;diff=256&amp;oldid=prev</id>
		<title>imported&gt;@DeletedUser41312575 at 23:08, 2 October 2017</title>
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		<updated>2017-10-02T23:08:56Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;When welding two skinned vertices (either automatically via the script or manually) 3dsmax will attempt to combine the weights of the old vertices into one. Unfortunately it&amp;#039;s not very good at it and many vertices on the zero x axis end up with odd weights. This results in distorted moprhs (see below).&lt;br /&gt;
[[File:Distorted Skin.png|left|frameless]]&lt;br /&gt;
&lt;br /&gt;
To correct the distortion you will need to check and correct the vertices. This can be done by comparing the vertices either side of the central vertex.&lt;br /&gt;
&lt;br /&gt;
* Expand the skin modifier and select Envelope&lt;br /&gt;
* select one of your bones and check for distortion&lt;br /&gt;
* select the three central vertices and open the weight table&lt;br /&gt;
* Usually there is one vertex that&amp;#039;s the odd one out, amend its values to match those other two. (You may need to untick normalize to stop max from altering your amendments - remember to re-tick it once done)&lt;br /&gt;
* Repeat the above steps working along the body till you are satisfied with the results&lt;/div&gt;</summary>
		<author><name>imported&gt;@DeletedUser41312575</name></author>
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