This video shows how to use Maya’s new Pose Editor to fine tune character skinning. The Pose Editor is allows artists to create pose space deformations for skinned characters and save them as corrective shapes. It provides a pose interpolation system that reads joint transformations in order to drive blend shape weights.
- [Voiceover] If you work in character animation,…a lot of times skinning can be a real headache.…So, Maya's new Pose Editor…can really help fine tune the skinning of your character.…It goes way beyond skin weights,…and allows you to, actually,…resculpt individual poses.…So, here we have a simple character,…and his weighting is almost dialed in,…but we still have a few places…where we need to fix it.…And we can use the Pose Editor to do that.…
So, I'm gonna go ahead and move him over…a little bit to the left here.…And open up the Pose Editor.…It's under Animation Editors,…Pose Editor.…And the Pose Editor window has two main areas.…On the left, we have the place…where we put in the actual joints,…or bones of the character…that are deforming the character.…And, on the right, we add in individual shapes…from the mash of the character.…So, basically, the joins are on this side,…the mashes on the right side.…
Now, the first thing we need to do…is add in the joints.…So, we need to identify which joint is doing the most work…
- Finding the new features
- Using the Content Browser
- Working with symmetry and Mirror tool improvements
- Using the MASH networks
- Rigging a character with Quick Rig
- Animating with the Pose Editor
- Lighting with the Light Editor
- Rendering Render Setup layers
Skill Level Intermediate
3ds Max 2016 Essential Trainingwith Aaron F. Ross10h 44m Beginner
1. Interface and Display
2. What's New in Modeling
3. Work with MASH
4. Animation and Rigging Tools
5. Lighting and Rendering Features
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