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/*title_start*/Adaptive Skinning, Page 2/*title_end*/
/*text_start*/A number of features and modifiers are available for Adaptive skinning:

\C020202Density:\C484848 Determines the overall mesh resolution. Each ZSphere can be assigned its own individual mesh resolution, which is multiplied by the value of this slider. A value of 1 generates an extremely low mesh resolution, ideal for real-time rendering applications such as games. Switch between mesh resolutions by adjusting this slider.

\C020202Preview:\C484848 Previews the Adaptive mesh at current settings (hotkey \C020202A\C484848).

\C020202Make Adaptive Skin:\C484848 creates a new multiple-resolution Polymesh object with all current Adaptive skin characteristics and adds it to the \C020202Tool\C484848 palette. The \C020202Density\C484848 slider setting determines the object's highest subdivided mesh resolution.

When multiple-resolution polymesh levels are created in this way, higher levels are not smaller than lower levels, as they are when subdividing using the \C020202Tool>Geometry>Divide\C484848 button. This is because they're not derived from smaller levels; they're derived from the geometry of the ZSpheres.

The \C020202Tool>Make Polymesh 3D\C484848 button can be used to generate a Polymesh with one resolution, matching the current \C020202Density\C484848 setting.

\C020202Sockets:\C484848 When the last ZSphere in a chain is moved near its parent, it becomes hollow and creates a concavity in the mesh.

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\C909090This text is designed to be viewed with the \CccccccZBrush Help Topics Browser\C909090. To open the browser, press the \Ccc9000View Help Topics\C909090 button in the \CccccccZPlugin\C909090 palette.
