2010

Table Of Contents
Beyond the lesson
In this lesson you learned how to:
Bind a skeleton to a single surface.
You can bind a skeleton to multiple surfaces or even to a selection of
polygonal vertices or NURBS CVs or subdivision surfaces.
Use the Paint Skin Weights Tool to prevent a region from collapsing upon
deformation.
To control skin weights with more precision than shown in the lesson,
you can modify skin weights numerically with the Window > General
Editors > Component Editor. If you smooth skin multiple surfaces which
have been seamed together, there are many tool settings for the Paint Skin
Weights Tool that make the task easier.
Use an influence object to make an elbow stick out upon bending.
Another common use of an influence object is to simulate a muscle bulging
during joint rotation. The technique requires use of Set Driven Key to link
the bulging influence objects scale values to the rotation of the appropriate
joint. A brief example of this technique is in the Maya Help for Smooth
Skin.
Skin weights and influence objects cannot overcome all modeling problems.
For instance, if you further separate Jackies legs sideways, you will see an
undesirable fold at the hips. This occurs because of the asymmetrical
arrangement of polygonal edges in the hip region of the original model. To
fix the problem, you would need to detach the skin, alter the original model,
then smooth bind the model again.
Maya has an alternative skinning method, rigid skinning, which gives results
similar to smooth skinning but requires use of different enhancement tools:
flexor and lattice deformers. In general, smooth skinning gives more natural
deformations with less effort than rigid skinning. If you skin multiple seamed
surfaces, however, processing is faster with rigid skinning than with smooth
skinning.
Smooth skinning is just one of the techniques for perfecting a characters
deformations during animation. You can use Mayas other deformers alone
or in addition to smooth skinning to achieve the results you want.
For more information, please refer to Smooth skinning in the Maya Help.
Beyond the lesson | 343