Join Jason Baskin for an in-depth discussion in this video Binding the mesh to the skeleton and painting skin weights, part of Rigging a Quadruped in Maya.
- [Instructor] With all of our rig controls finished…and our skeletal hierarchy organized,…we can move on to the last steps…which involved binding the geometry…to the skeletal hierarchy.…And before we attach the geometry to the skeleton…we wanna make sure that we've done some housekeeping…on the geometry.…We'll want to have deleted any history,…construction history related to the modeling process.…And this would be done by going to…Edit, Delete by Type, History.…Having the construction history deleted…will improve the performance of the rig…because Maya will not have to calculate…all those construction operation every time…the character gets moved around.…
It's also a good idea to just freeze transformations…on the mesh elements.…This would be done by going to Modify,…Freeze Transformations, and it will zero out…the translation and rotation values…and set the scale to one.…And then of course, just like with rig elements,…naming your objects and having them consolidated…under one simple mesh group in your hypergraph,…
Released
7/23/2014- Creating the skeleton
- Rigging the head, ears, and front and hind legs
- Working with expressions
- Adding extended twist functionality
- Creating an FK/IK tail
- Making the rig scalable
- Binding the mesh to the skeleton and painting skin
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Video: Binding the mesh to the skeleton and painting skin weights