![]() ![]() (don't worry about this, you'll never really need to change this option.) Make sure you have the other options set correctly, as shown below. This designates the way Maya calculates the influence of each joint on a vertex as a percentage of the total influence on that vertex, also known as "normalizing" the weights. Make sure "Normalize Weights" is set to Interactive. Select your skinned geometry and go to Skin → Edit Smooth Skin → Paint Skin Weights Tool → Option BoxĬheck out the tools in the option box. Make sure your shelf category is on animation. So now, we'll start painting skin weights correctly to fix this. Moving the left leg skeleton pulls at the skin on the right leg, and vice versa. IF YOU DELETE HISTORY AT THIS STEP, IT WILL DELETE YOUR SKIN CLUSTER, AS WELL AS ALL THE WORK YOU'VE DONE SKINNING. This indicates that the skeleton is now bound to the mesh. (Maya isn't very good about indicating this, if you delete the skin bind the color will frequently stay there regardless.this isn't really an issue, just a matter of display!) Select the mesh and look in the channel box: one of the inputs should be skinCluster1. The skeleton should show up as different colors-this indicates the skeleton is bound. Make sure your settings for "Normalize Weights" are on Interactive. Select the Root joint of your skeleton, and select the geometry. It will estimate the skin weights based on the distance between the joint and the skin. Initial Skinningįirst, we'll let Maya try to skin the geometry. You CANNOT do this later, because it will ruin your skinning. Freeze transform and delete history on your mesh. You will have a very unpleasant time if you don't name everything.Ĥ. It's very easy to lose track of your skin weights because Maya will automatically set combinations of weights to equal one. Be sure you have at least three edge loops around wherever you have a joint (elbows, wrists, knees, hips.) Spines are less worrisome when it comes to edge loops because you don't bend the waist the same way you bend at your knee or elbow, so you probably just need one loop.ģ. Because skinning depends on influencing vertices, not having enough vertices means you have less control over how the mesh deforms with movement. See how the joint is located pretty much straight up from your elbow? If you put it where your collarbone is, your characters shoulders will cave in.Ģ. ![]() Feel your shoulder joint as you move your arm up and down. Shoulder joint isn't placed far out enough. Properly placed joints are important to make sure your character (if you are skinning something, it will likely be an organic character) moves realistically. Before You Startĭouble check that a skeleton is in the proper place. The process of skinning is assigning or "painting" influence values onto sections of geometry. So if there are two joints in a skeleton, and a vertex is receiving 0.6 influence from joint 1, then that vertex must also be receiving 0.4 influence from joint two. 0 means that that vertex will not follow the joint at all, 1 means that the vertex will follow the joint completely. Influence on a vertex is designated on a scale of 0-1 for every joint. The joints "influence" or put "weight" onto a vertex and vertices and by altering the values, you can create naturalistic organic deformations. This is good for organic models like people and animals. Think of your geometry like a rubber outer "skin" that follows the movement of the joints. Skinning allows you to connect one large piece of geometry to a skeleton and designate how much influence each joint has over each vertex in that mesh. Think of your geometry as pieces of wood joined by hinges. Your geometry itself will not bend or change shape. This is good for robots, mannequins, machines, or things that are made up of different moving parts. There are two ways to bind geometry to a rig.Ĭonstraints allow you to connect separate pieces of geometry to individual joint(s) in a rig. Before getting started, download the leg rig to the scenes directory in your current Maya project. You are here: Home → Skinning Skinning in Maya ![]()
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