Join George Maestri for an in-depth discussion in this video Editing skin weights in the Component Editor, part of Maya 8.5 Character Rigging.
The second method for editing weights is called the Component Editor.…Now, the Component Editor actually can be used for a lot of things other…than editing weights, but that's what we're going to use it in this…particular application. So let's go ahead and open the file 05_03.…Now, this is the same one that we were playing with before.…It's that one that we had painted weights, and we did this temporary animation…so we can kind of see the deformation.…
But the problem is is that that deformation is kind of a little bit funky.…So there's definitely some tweaking that we need to do.…Let's use the Component Editor to actually affect these numerically.…Now, the Component Editor is under Window > General Editors > Component Editor.…Now, when you bring it up, for me, it defaults to Smooth Skins, but there are…a bunch of other tabs here, Weighted Deformers, Springs, Particles, a whole bunch of things.…Make sure you have Smooth Skins highlighted, because that's what we're dealing with.…
Now it is called the Component Editor, which means you should probably be in…
- 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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