Join George Maestri for an in-depth discussion in this video Pruning small weights , part of Character Rigging in Maya.
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So now that we have a test animation in place, let's go ahead and start adjusting…our character's weights and this is going to be a multi-step process.…Now before I do this, let's just take a look at our test animation and I added in…one little thing here.…I actually added him leaning back at the spine right here, and forward, because…that is also a problem area that I discovered.…Smooth skinning in Maya works on the concept of weights.…So each vertex in the geometry is weighted to the joints in the skeleton.…
So the easiest way to do this is to take one vertex in the geometry and take a…look at it, and we can look at it in an interface called the Component Editor.…So I am going to go ahead and zoom in here and then select my geometry,…right-click, and let's go into Vertex mode here.…And I'm just going to select the vertex right here at the front corner of that right foot.…And let's go into Window > General Editors > Component Editor.…Now this will have a number of different tabs.…
It has Springs, Particles, Rigid Skins, Blend Shapes.…
- 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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