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In Maya 2009 New Features, George Maestri demonstrates several breakthrough updates in the latest version of this 3D modeling, rendering, and animation tool. He explores the upgrades to the interface and covers soft selection and other modeling tools. George then delves into more complex new features, including the Asset Manager for organizing objects and nodes within a scene; animation layering to blend, merge, group, reorder, override, and add to preceding layers; Maya Muscle, for creating lifelike skin motion; and nParticles, a new particle system. Exercise files accompany the course.
So the last thing I want to show you is painting muscle weights. Now, we have just been working a little bit with just the default muscle weighting. If we go into, in fact let's go ahead and tear this off here. If we go into our Weighting menu, you'll see we have a lot of different ones. Now, we were working with Apply Default Weights and what that does is it gives us our different types of options here for how the weighting is applied.
But, we also can paint the muscle weights. So if I select the skin and go into Paint Muscle Weights, this will actually give me list of all the muscles in here. So these are my joints as well as the muscles. So I can have a huge list here. This is a very simple set up here, but each muscle can affect different parts of the mesh and you can actually paint that deformation.
So you can show this in color, you can show it in gray scale, you can also just use your standard Artisan tools, so for example B changes the sizes of the brush. You can change the radius here as well. You can paint different types of weights here. So, for example, if you want to paint sliding weights, if you want this to kind of slide over the bicep rather than stick to it, you can. So the way that the skin is affected by the muscle can be changed by the weight. So you can affect all of these different types of parameters by painting this weight. Now again, you can stick to sticky or go to any of these other parameters. Then of course you can set a default weight that you want to paint. So for example if you do it to 0, you can say, well, I don't want the bicep to affect this part of the mesh.
So as you can see, you can go through an entire mesh and using your Paint tools, you can fine-tune your mesh so that it works perfectly.
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