Join George Maestri for an in-depth discussion in this video Fine-tuning the skin, part of Maya 8.5 Character Rigging.
Now that we have bound the skin we need to edit it, and that's going to take a…little bit of time, so let's just go through and start working on it.…So I'm going to go and open up Chapter 06_03, which is my head.…And that has the keyframes on it, okay.…So first thing I want to do is just to kind of get some of the basic stuff…blocked in, and I'm going to use Component Editor for that.…Now the top of the head--if you look at the head from the side here--the top of…the head is really, it's really, all the skull, really.…
I mean, we have a spine that comes into the skull right about here, and then you…have a big mass, which is the skull which kind of just comes through here.…And then the jaw and the neck are really the only parts of the head that…actually flex due to skeletal deformation.…Obviously, the face is going to move, but we're going to use a different…animation method for that.…So for the skeletal deformation all we have to do is kind of tie all the top of…the head to one bone and then work with the jaw and the neck.…
- 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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