Originally posted by Serihon
It appears when using classic skin and changing the density it should work fine and making it an adaptive skin shouldn’t be necessary
This is what I was referring to. To put it simply, don’t make a high density preview then click “Make Polymesh3D” because you can’t lower your subdivision levels after you do that. Not only that, but you will find that you will run into more troubles further down the road if you leave it as you suggested.
Originally posted by Serihon
In this manner you can keep the zsphere base and thus the ability to move the mesh around easily, correct? Well that is how it seems to me at this moment.
Are you saying that the Zsphere chain will still be there as a separate tool that you can rig the Polymesh3d’d tool too to change it? Or are you saying that the Zsphere chain will still be part of the adaptive skin?
You don’t lose the ability to continue editing your ZSpheres when you Make Adaptive Skin. It merely places an editable skin in your Tool palette (like I mentioned in Posts #8 and #12), then you can carry on with your ZSphere chain. goast666 was right though, you don’t have to make the editable skin a Polymesh3D. Even if you click on the editable skin and put it on the canvas, your ZSphere chain is still in the Tool palette and all you have to do is click on that to put it back on the canvas. Sorry, but I don’t know how to be any clearer than that.
I am merely making suggestions, you are however free to pursue any method you wish. 