Maya Rigging Tutorial for beginners How to Rigg in Maya Lesson 19


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

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