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Using Interactive Skin Bind

From: Character Rigging in Maya

Video: Using Interactive Skin Bind

Now that we have the lower body skinned using Smooth Bind, let's go ahead and do the upper body using Interactive Skin Bind. Now, this is just another way to bind skin to a skeleton, and it's a little bit more interactive, that's why they call it Interactive Skin Bind, and it has a few more tools that we can use and so let's go ahead and take a look at this. So, we're going to go ahead and just select our Spine_Root, and then Shift+Select our torso. Under Skin > Bind Skin, instead of Smooth Bind we're going to do Interactive Skin Bind.

Using Interactive Skin Bind

Now that we have the lower body skinned using Smooth Bind, let's go ahead and do the upper body using Interactive Skin Bind. Now, this is just another way to bind skin to a skeleton, and it's a little bit more interactive, that's why they call it Interactive Skin Bind, and it has a few more tools that we can use and so let's go ahead and take a look at this. So, we're going to go ahead and just select our Spine_Root, and then Shift+Select our torso. Under Skin > Bind Skin, instead of Smooth Bind we're going to do Interactive Skin Bind.

Let's take a look at some of the options for this. And just like with Smooth Bind we're going to bind to the joint hierarchy, we're going to bind to the closest in hierarchy, and then we're going to create a Volume Type. Either it's going to be a Capsule or Cylinder. Capsules tend to work better and you'll see in just a bit. And then maximum number of influences, and again, I'm going to dial this back down to 3, because it's a fairly simple skeleton, and then let's go ahead and just bind the skin.

So, as you can see this little object comes up here and that's the interactive in Interactive Skin Bind. So, if I select a joint, let's go ahead and select the left shoulder. How this works is that it creates a little capsule around the joint that controls how much of the skin is affected by that joint. I can go through my skeleton and adjust my initial skin weighting using this. So, I can grab the capsule and move it up or down.

So, I have a left and right, I have basically my move tools here, but probably the more interesting things are these little red circles. If I left-click and grab those, I can make them bigger or smaller and that will probably more than anything, allow me to dial-in exactly how these bones affect my mesh. So, if I wanted to I can click at the very top, I can stretch or squash them.

So, for example, if I wanted to I could stretch this, and then scale it down, so that I have a little bit more control over how it affects the elbow joint, and then I can click on the left elbow and again affect that. I can stretch it, squash it, affect it however I want and I can just start moving through the skeleton and affecting this. So, if I wanted to I could also start with the torso. I can select these and you notice how these are a little bit different.

But again, we can select these ends here. We can also again, make them bigger, smaller. If I want to move them I can, I can grab these sides here, move them. If I want to rotate them, I can grab this little rotate glyph here, and again, I'm just trying to dial this in and get it affected. And you can see here, there's a little more of a rotate, we have a move here and we can also stretch and scale these.

The process for this initially is to just go through and adjust each one of these capsules to get a rough idea as to how your weighting works, and then once we do that, then we can go through and fine-tune it using other methods.

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This video is part of

Image for Character Rigging in Maya
Character Rigging in Maya

63 video lessons · 8417 viewers

George Maestri
Author

 
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  1. 1m 42s
    1. Welcome
      1m 7s
    2. Using the exercise files
      35s
  2. 8m 21s
    1. Understanding the basic rig
      2m 53s
    2. Rigging theory
      2m 15s
    3. Organizing with layers
      1m 44s
    4. Naming conventions
      1m 29s
  3. 37m 11s
    1. Using the Joint tool
      7m 4s
    2. Modifying joint attributes
      6m 47s
    3. Creating the lower-body skeleton
      6m 45s
    4. Creating the spine skeleton
      5m 57s
    5. Creating the arms
      3m 38s
    6. Creating hand skeletons
      4m 41s
    7. Mirroring joint chains
      2m 19s
  4. 22m 0s
    1. Working with inverse kinematics (IK)
      5m 56s
    2. Understanding IK solvers
      6m 33s
    3. Blending between inverse and forward kinematics (FK)
      4m 52s
    4. Using spline IK
      4m 39s
  5. 21m 3s
    1. Point constraints
      7m 56s
    2. Aim constraints
      5m 10s
    3. Orient constraints
      4m 38s
    4. Pole vector constraints
      3m 19s
  6. 37m 6s
    1. Setting up IK
      4m 15s
    2. Setting up foot controls
      5m 59s
    3. Keeping rigs organized
      2m 51s
    4. Hiding unused attributes
      3m 37s
    5. Creating a hip control
      3m 55s
    6. Controlling knee direction
      3m 2s
    7. Creating spine controls
      4m 37s
    8. Controlling forward kinematics on the arms
      6m 20s
    9. Creating a master node
      2m 30s
  7. 28m 11s
    1. Working with set-driven keys
      4m 38s
    2. Creating custom attributes
      3m 54s
    3. Wiring joints to custom attributes
      8m 2s
    4. Creating an FK/IK switch
      4m 35s
    5. Setting up elbow controls
      2m 5s
    6. Hiding and showing controls
      4m 57s
  8. 24m 46s
    1. Creating simple eyes
      6m 58s
    2. Rigging non-spherical eyes
      7m 49s
    3. Attaching eyes to the skeleton
      3m 18s
    4. Applying blend shapes
      6m 41s
  9. 42m 31s
    1. Binding skin using Smooth Bind
      3m 28s
    2. Testing skin using animation
      4m 36s
    3. Pruning small weights
      3m 53s
    4. Painting skin weights
      5m 47s
    5. Editing skin weights in the Component Editor
      6m 1s
    6. Mirroring skin weights
      2m 2s
    7. Using Interactive Skin Bind
      3m 36s
    8. Refining skin on the upper body
      2m 3s
    9. Using skeletons to create a jaw
      3m 22s
    10. Refining jaw weighting
      7m 43s
  10. 47m 20s
    1. Setting up a control panel
      2m 27s
    2. Limiting controller motion
      6m 15s
    3. Rigging basic facial controls using set-driven keys
      2m 31s
    4. Rigging the jaw using set-driven keys
      4m 22s
    5. Rigging pupil controls
      3m 29s
    6. Controlling eye direction
      3m 21s
    7. Controlling eyelids with expressions
      5m 44s
    8. Using expressions to rig mouth controls
      8m 1s
    9. Creating a smile/frown control using expressions
      8m 56s
    10. Finishing up the facial rig
      2m 14s
  11. 6m 42s
    1. Cleaning up the rig
      2m 25s
    2. Testing the rig
      4m 17s
  12. 25s
    1. Goodbye
      25s

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