Which categories can be modified inside the Skinning Editor?

Study for the Unity Certified Associate – Artist Test. Enhance your skills with flashcards and multiple choice questions, with hints and explanations. Get ready for your exam!

The Skinning Editor in Unity is specifically designed for working with 3D models that have been rigged for animation, particularly characterized by skinning where vertices are assigned to specific bones in a rig. The categories that can be modified in the Skinning Editor are Geometry, Bones, and Weights.

  • Geometry refers to the 3D mesh of the character or object being manipulated. In the Skinning Editor, relationships between the mesh and the bone structure can be adjusted, allowing for more effective deformation during animations.
  • Bones represent the skeletal structure to which the geometry is bound. In the skinning process, users can define and refine which bones control specific parts of the mesh, ensuring that movements are realistic and accurately reflect the underlying skeleton.

  • Weights pertain to how much influence each bone has on the geometry of the mesh. Weight painting is a crucial step as it allows artists to set the intensity of influence bones have, facilitating smooth transitions and believable animations.

This makes option B the correct choice, as it directly aligns with the functionalities present within the Skinning Editor, focused on the core aspects of rigging and animation. The other options comprise elements that are not pertinent to the skinning process within Unity's rigging workflow.

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