# Human Progress

**URL:** <https://blenderartists.org/t/human-progress/1143224>\
**Category:** Works in Progress\
**Tags:** modeling, characters, rigging, texturing, animation\
**Created:** [January 18, 2019, 3:32pm UTC](https://blenderartists.org/t/human-progress/1143224 "2019-01-18T15:32:33Z")\
**Posts on this page:** 1\
**Showing post:** 1949

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**Author:** ![ChrisJones](https://blenderartists.org/user_avatar/blenderartists.org/chrisjones/32/957234_2.png) [@ChrisJones](https://blenderartists.org/u/ChrisJones)\
**Post date:** [July 12, 2023, 5:17am UTC](https://blenderartists.org/t/human-progress/1143224/1949 "2023-07-12T05:17:03Z")

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There’s a vertex group on the hand mesh to isolate the shrinkwrap to the proximity of the tendons/bones, if that’s what you mean. There are Smooth modifiers for each as well to soften the transition, and those use the same vertex group to isolate the smoothing.

 ![Shrinkwrap Vertex Group](https://blenderartists.org/uploads/default/original/4X/6/c/2/6c2577449f249c7b03fb25c7c5a211a030e62e0b.jpeg)

If only Shrinkwrap had an option to smooth the transition, it would be much easier to work with for this kind of purpose. I doubt the devs had musculoskeletal sims in mind when they implemented it though (and it’s so close to being that…).

I’ve just replaced the video with a better quality Youtube one by the way.

[Edit] And it’s at 3 subdivision levels, which gives me 30fps for the hand by itself.

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