skeletonfirst
Skeletonfirst is a term used in some animation and game development contexts to describe a specific animation workflow. In this approach, animators first create the skeletal structure of a character or object, defining its joints and their relationships. This skeleton is then used as a guide or a base upon which the visual mesh or geometry of the character is built. The mesh is then "skinned" or bound to the skeleton, meaning that its vertices are influenced by the movement of the underlying bones. This allows for deformation and animation of the character's visual appearance by manipulating the skeleton.
This method contrasts with workflows where the visual model is created first, and a skeleton is then