Summary
In this chapter, you learned how to create a more advanced skeleton and check its joint orientations. You learned how to edit those orientations in case you need to in the future. Finally, you learned a more exact and direct way to assign skin weights that is particularly useful for rigid skinning.
This is the last chapter of this book that we'll do in Blender. From now until the end, we will do almost everything in Unreal Engine 5 (UE5). In the next chapter, we will learn how to rig our models in UE5 to make them easy to animate.