Join George Maestri for an in-depth discussion in this video Skinning the head, part of Maya 8.5 Character Rigging.
Open the scene 06_02, and that's our character. So how do we skin something?…It's real simple, you select the Skeleton, you select the Mesh, Bind Skin.…So let's go into our Side view.…Select the Skeleton, Shift-select the head, do Skin > Bind Skin > Smooth Bind.…Well, that didn't work, we have an error. Skin on bicep was bound at a different pose.…Okay, now what that means is that our skeleton is in a different position than…when we bound it to the body, okay?…So this whole skeleton is actually going to be used to bind two skins.…
It's used to bind the body and the head. So for some reason the skeleton got moved.…Now the way to put that back is by using Go to Bind Pose.…Now when we do that--well, we have got another error.…See Diagnostics and Script Editor.…Well, let's take a look at the Script Editor and see what it says.…It says blah, blah, blah, blah IK, IK, IK, oh okay, IK.…Well--oh you know what?…Yes, that's the problem because what I have is this particular control, I turned off IK.…
So once I turned it back on, it's back to exactly the way it was when I skinned…
- 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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