Join George Maestri for an in-depth discussion in this video Binding skin, part of Maya 8.5 Character Rigging.
Once we have the Rig built, it's time to skin the character.…Now skinning, essentially, what it does is it takes the geometry, or the skin, of…the character, and it attaches it, or binds, it to the skeleton.…So when the skeleton moves, the actual geometry of the character deforms to…match the skeleton, okay, very simple.…Before we get into rigging the actual character, let's go through some of the…basic tools so we understand where we're at.…
Let's do some simple cases, and then we'll go to the more complex character.…First thing we need to need to do is set our project, so we'll go Set.…And we're going to set this to 05_skinning, and then we're going to Open the…file, and we're in 05_Skinning, scenes, 05_01. Very simple.…It's a very simple scene, essentially, a cylinder with two joints in it.…And these joints can be used to deform the cylinder.…Now if you think about it this is pretty close to like the arm or the leg of a…character, so this actually has some practical application.…
So let's go ahead and attach a skin. Now, there's two ways of doing that.…
- Understanding the uses of rigging
- Creating skeletons
- Making inverse kinematics and constraints
- Rigging characters
- Binding and editing skin
- Creating a skeleton and skin for a head
- Finalizing a rig
Skill Level Intermediate
Lighting and Rendering with mental ray in Mayawith Eric Keller4h 56m Intermediate
2. Creating Skeletons
3. Inverse Kinematics (IK) and Constraints
4. Rigging Characters
5. Skinning Characters
6. Facial Rigging
7. Finalizing the Rig
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