2010

Table Of Contents
Lesson 2 Smooth skinning: Introduction on page 333
Lesson 3 Cluster and blend shape deformers: Introduction on page 344
Preparing for the lessons
1 To ensure the lessons work as described, select the Animation menu set.
Unless otherwise noted, the procedures in this chapter assume the
Animation menu set is selected.
2 If you have not already done so, copy the GettingStarted folder from
its installation location to your projects directory. Then, set the
GettingStarted directory as your Maya project. For more information,
see
Copying and setting the Maya project on page 25.
3 Make sure that Soft Selection is turned off by opening the Attribute Editor
with the Select Tool active and unchecking the box marked Soft Select.
Lesson 1: Skeletons and kinematics
Introduction
After you model the surfaces that make up a human, animal, or other character,
you create a skeleton and bind it to the characters surface (called skin).
A skeleton provides a structure for animating the character. When you create
a skeleton in Maya, you create a series of bones with joints in the skeletal
locations where you want the character to bend or twist. (You can animate a
skeleton without having a skinned character.)
In this lesson, you learn the techniques for creating a simple skeleton for a
human character. You will learn how to:
Create joints for a character.
Name joints in the Hypergraph.
Use symmetry when creating a character.
Parent joints into an existing skeleton.
Use Inverse Kinematics (IK) techniques to pose a skeleton.
318 | Chapter 7 Character Setup