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Maya Fundamentals Tutorials

Set Up / Facial Set Up




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There are two types of binding skin - look in the skin menu here, and go to bind skin, and you'll see smooth bind and rigid bind. The difference between them is that there are different methods of assigning joint influence to the skin. With a rigid bind the CVs of the surface derive influence from only one joint per CV. That is to say a CV can only receive influence from one joint. With a smooth bind, a CV can take influence from multiple joints. And so - and consequently there are different ways of editing these binding operations after you've done them. Let's try a rigid bind and see how to edit a rigid bind. To bind you select the skin and then you select the joints that you'd like to bind to, and you go to skin, bind skin, rigid bind, or bind to the joints that I've selected. Now you'll see as I select the skeleton the surface is going to light up in pink, which means that now it's historically connected to the joints. And watch as the character squats, you will see that that skin deforms to follow the skeleton. Now also, look down here, you can see a very kind of abrupt and problematic deformation there. And this is due to the fact that these CVs up here are gathering influence from the hip joint. And then there are CVs down here that are gathering influence solely from the knee joint. So we want to edit that relationship. The way to do this with a rigid bind is to select the knee joint and go to skin, edit rigid skin, create flexor. And I am going to create a lattice flexor - it actually works on the CVs and changes the way that the CVs respond to the change in rotation of the joints. And I will squat the character down, and what you are seeing there is improved deformation in that area. We are no longer seeing this bottom part of the surface interpenetrate with the bottom part of the hip here interpenetrate with the calf. So I am going to delete the lattice now, the lattice flexor, and detach the skin. Let's try a smooth bind. So I am going to select the joints, and now the skin and I'll go to skin, bind skin, smooth bind - let's look at the options here. With a smooth bind you can bind two selected joints or the complete skeleton - we'll bind two selected joints. And you can bind to either the closest joint or you can bind to the closest distance - closest joint is the best way to go there because it doesn't ignore the hierarchy of the skeleton as the other method does. You can set the maximum number of influences that a CV can take from a joint, and you can set the drop-off rate. A high drop-off rate means more concentrated joint influence. So let's bind skin and check the deformation out. And you'll see that I don't have that much work to do - deformation is good already. Now if I’d like to work with deformation, I would use a tool called the edit smooth skin, paint skin weights tool, which represents joint influence on the skin in terms of grid scale. And you can add joint influence by literally painting on a skin. Now I don't have a great display here so you won’t be able to see it very well. But I can paint influence on the skin over here, I can paint hip influence or knee influence, and control the way that the shape responds to the kind of magnetic influence of the joints. So that should give you some idea of the difference between smooth and rigid binding.

Tutorial Information

Course: Maya Fundamentals
Author: Chuck Grieb
SKU: 33402
ISBN: 1932072136
Release Date: 2002-12-05
Duration: 7 hrs / 106 lessons
Captions: For Online University members only
Compatibility: Vista/XP/2000, OS X, Linux
QuickTime 7, Flash 8

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