So we've got all our controls set up on our skeleton and we're at a point now…where we need to bind the skeleton to the character's geometry.…And that's going to allow the position of the skeleton to determine the…position of the geometry.…So we'll do this using a process called smooth bind.…And smooth bind lets each bone in the skeleton affect vertices in the…character's geometry.…So let's get this set up in the Outliner here.…I'm just going to select my skeleton and Shift+Select my geometry.…
Then under the Skin menu, I'll go to Bind Skin > Smooth Bind, with options.…So I want to bind to the Joint hierarchy and I want to set this Max influences to 3.…So what that means is for any vertex in the character's geometry, only three of…the bones will be able to control it.…And that's just going to help to simplify our process as we go through and…determine which bones affect which parts of the geometry.…So I'll go ahead and click Bind Skin.…And now if I go ahead and move my skeleton around, I should see that the…
- Optimizing, extruding, and sculpting geometry
- Modeling a character's head and body
- UV-mapping the head and body
- Mirroring and texturing
- Setting up the skeleton
- Rigging the head and body
- Skin binding & weight painting
- Controlling animation with scripts in Unity
Skill Level Intermediate
1. Overview of Maya Modeling Tools
2. Insect Character Creation: Modeling the Body
3. Insect Character Creation: Texturing
4. Insect Character Creation: Rigging and Animating
5. Importing into Unity
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