Once geometry has been Smooth Bound to a skeleton, vertex weights must be edited to design the skin deformations. Maya's default weighting algorithms can give a good starting point, but the skin will be riddled with problems. Continuing from 'Skinning, 1', we look at the workflow for effectively editing weights using Artisan and the Component Editor. Every major region of the body is addressed including the hand, foot, knee, pelvis, shoulder, abdomen and chest. While weighting, we also discuss what results one can hope to achieve with the goal of anatomical accuracy in mind: weighting alone can only take you so far, but it is the crucial first step.