Maya Rigging Tutorial for beginners How to Rigg in Maya Lesson 18


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maya skinning Tutorial – In this Maya Skinning and Rigging Tutorial, I will teach you how to do smooth skin in maya and how can we modify skin weight with the help of Paint Skin Weight and Component Editor
Smooth skinning provides smooth, articulated deformation effects by enabling several joints to influence the same deformable object points. The smoothing effects around joints are automatically set up when you bind skin.
Maya provides smooth deformation effects by allowing several nearby joints to have varying influences on the same skin points (NURBS CVs, polygonal vertices, or lattice points). With default smooth skinning, the amount of influence varies with distance, but you can also define influences using other binding methods. Once you have basic skin point weighting set up, you can refine and edit by painting weights on a joint-by-joint basis.
During smooth skinning, you bind deformable objects to a skeleton. After smooth skinning, the deformable objects are called smooth skin objects (or skin objects, or skin). The points of the deformable objects (NURBS CVs, polygonal vertices, or lattice points) are then referred to as smooth skin points, or skin points.
Maya creates a set of the smooth skin points for each deformable object. The set contains all the points (NURBS CVs, polygonal vertices, or lattice points) that can be influenced by the skeleton.
Smooth skin point weights
As you smooth bind skin, for each smooth skin point, Maya assigns a weight value for each joint that influences that point. These values control the amount of influence of that joint on each skin point. Adjusting these skin point weights lets you control the deformation of your smooth skin objects.
By default, joints closer to a smooth skin point have a greater influence than joints far from the skin point. The joint closest to a smooth skin point will have the greatest influence.
If you want to change the results of smooth skinning to create unique skeletal deformation effects, you edit or paint the weights of smooth skinning at the point level (the CV, vertex, or lattice point level). To add further deformation effects to smooth skin, you can use Maya’s deformers and smooth skin influence objects.

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