Hi you guys,
The current skin modifier suffers from some problems when dealing with branch nodes with multiple adjacent limbs, and in some cases, there are holes in the stiching region between branch nodes and its limbs. This is due the limit of the current algorithm. So I tried to reimplement the skin modifier with a new algorithm, hoping that it could bring a better result for you.
Here’s the new skin modifier implementation, which support:
Branch nodes with multiple adjacent nodes.
Ununiform scaling at connecion nodes (node with two adjacent nodes) (when you don’t use ununiform scaling, remember to equalize node’s radius, which will help create a smooth transition at connection nodes).
Supplementary nodes at branch nodes for the bulging effect. Just leave the supplementary node inside the branch node’s sphere and scale it along x, or y direction to change its shape. Scaling along X will make the the bulging shape higher, and along Y will make the bulging shape wider.
Leaf node hole. Just mark a leaf node as hole, or using a trick by Rafael Nolasco
Leaf node flat. Just mark a leaf node as flat.
Thanks you Campbell Barton and Rafael Nolasco for supporting me.
Hope to see the great characters, advices, and of course, bugs from you to make the implementation better.