Join George Maestri for an in-depth discussion in this video Testing skin using animation, part of Maya: Character Rigging.
Once we've bound the skin to our skeleton, we need to adjust and fine-tune the…weighting of each vertice so that the skin behaves naturally.…Now the best way to do this is to create a test animation where we put the…character through its paces, and that way we'll see where the extremes are and…can adjust our vertex weights accordingly.…So let's go ahead and set our time slider to frame 1, and I'm going to make sure…that we have Auto key turned on, and I'm going to go ahead and set keyframes for…each of these objects here.…
So I'm going to go Animate > Set Key.…Remember this is the S key.…So I'm going to go ahead and set a key here for the left foot, select the right…foot, and set a key for that, select the hips, set a key for that, and maybe one…for the toe of each foot as well.…Now we're going to move forward on the timeline a little bit.…Let's go to frame 5 here which is about four frames up, and I'm just going to…take the hips and just move them down.…
Now you can see when I move those hips down, already we have a little bit of an…
- 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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