Join George Maestri for an in-depth discussion in this video Editing skin weights in the Component Editor , part of Character Rigging in Maya.
Now once you've painted your skin weights, you may think that that's good…enough, but we can go through one more round and really fine-tune the weighting.…And we can do that using the Component Editor.…So let's take a look at what we've got here.…We have the legs pretty close to dialed in.…I've got those looking reasonably good.…But if you notice here, this portion here where the character leans back, it's…still not really working the way that we want and basically I don't want him…leaning back to affect this mesh at all, because we do have an upper portion of…the body, and when he leans back, I want that little belt line to appear, and so…I need this to kind of just stay spherical.…
So we can do that using the Component Editor.…So it's very similar to applying skin weights, we select our character, and then…we right-click over it and go into Vertex mode, okay, so now I can start…selecting individual vertices here.…Then once we're there, we have to go into our Window > Component Editor.…Now, this is the window that we used before when we looked at Prune skin…
- Understanding the basics of rigging
- Creating skeletons
- Modifying joint attributes
- Working with inverse kinematics and constraints
- Rigging characters
- Using Maya's new HumanIK skeletons/rigs
- Setting up an FK/IK switch
- Creating custom facial rigs
- Binding skin using Smooth Bind
- Painting and editing skin weights
- Using expressions to rig a character's mouth controls
- Controlling eye direction
- Finalizing a rig
Skill Level Intermediate
1. Getting Started
2. Skeleton Tools
3. Inverse Kinematics
5. Creating Basic Rigs
6. Advanced Rigging Controls
7. Facial Rigging
8. Skinning Tools
9. Advanced Facial Rigging
10. Finalizing the Rig
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