2010

Table Of Contents
When you create a skeleton, you can animate a character bound to it to
produce natural skin deformations. Although you animated an unskinned
skeleton in this lesson, its more common to animate a skinned skeleton.
Binding a character is the topic of the next lesson.
Its typically best to animate the entire skeleton from pose to pose at desired
frames. Its hard to get desired results by animating one limb for a frame
range, another limb for a frame range, and so on.
There are many other ways to work with skeletons not described in this lesson:
You can blend or switch between IK and forward kinematics on joints
controlled by an IK handle.
There are other types of IK handles that provide different controls for
manipulating parts of a skeleton. Especially noteworthy is the IK spline
handle, which makes it easy to animate the twisting, wavy motion in tails,
necks, spines, snakes, and so on.
For more details on these and other features, please refer to the Maya Help.
Lesson 2: Smooth skinning
Introduction
After you create a skeleton, you bind it with the characters surface so that the
surfaces move with the skeleton during animation. Binding is also called
skinning, and a characters surface after binding is called a skin.
It is important that the characters skin deforms naturally as the skeleton
moves. Near joints, the skin bulges or indents when you rotate the joints.
In Maya, the skin deforms because the surfaces vertices (or CVs) move in
response to the rotation of adjacent joints. The vertices are known as skin
points. This is useful for animating elbows, shoulders, necks, and so on.
By default, the influence a joint has on a skin points movement depends on
how close it is to that joint. You can edit skin point weighting to change the
default movement.
In this lesson you learn how to:
Bind a skeleton using a smooth bind technique.
Lesson 2: Smooth skinning | 333