Join George Maestri for an in-depth discussion in this video Adjusting skin weights, part of Rigging a Cartoon Character in Maya.
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- So now it's time to adjust skin weights.…I know you've been waiting for this because…it is probably the most tedious task we have.…So I'm just going to show you…some of the basic tools and techniques…for adjusting skin weights,…and then we're going to go off…and do that, and come back.…So, this is a process that may take…anywhere from a half hour to an hour…to get right.…So, I'm going to try and show you this…in a couple of minutes.…So, the first thing we want to do…is just take a look at our mesh…and see what's deforming and what's not.…
So, you know, if I stretch him up and down…you can see that, well, the legs are stretching pretty good…but, if you notice, the feet kind of near the heels,…aren't really deforming the way that we want.…If we go into the mouth here,…you can see that…this isn't really deforming the way that we want…and so on.…So the general process uses, probably a couple of tools.…And you have to basically just know the tools…and just go back and forth with all of them.…
The first thing I like to do is to animate the joint.…
- Creating stretchy joints with expressions and the Node Editor
- Adding spine stretch
- Setting up IK/FK switching
- Manipulating faces with blend shapes
- Skinning the character
- Creating controls for facial animation
- Rigging the eyes
- Testing the rig with a simple animation
Skill Level Intermediate
1. Creating Stretchy Joints
2. Creating Stretchy Spines
Adding spine stretch6m 58s
3. Setting Up FK/IK Switching
4. Skinning and Blend Shapes
5. Facial Rigging
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