![]() ![]() The tools options may appear intimidating, but you only need to focus on a few initially: you can experiment with the rest once you know the basics. ![]() Select the model and go to Skin > Edit Smooth Skin > Paint Skin Weights and open the settings. It sounds like a long and tedious job, but Maya has a nice, intuitive way to handle weight adjustment. The default bind is just a starting point, so now you need to go in and adjust each joint’s overall influence. Try rotating her head, or even her jaw and arms, and you will see the problem. Now your model is moving with the skeleton, but you will find she isn’t deforming very well. To rectify this quickly, use the Orient Joint to World option. For the wrist though you may find that the orientation will attempt to point down a particular finger, whereas it should be central. C If you remember, these options were also available when you were creating your joints, but this will allow you to edit each axis individually depending on your needs.Īs mentioned, the default settings should work well, with the primary axis being the one that points down the bone, and the secondary attempting to point up. If you do find some joints that need adjusting, like the wrist, fingers and possibly the spine, go to Skeleton > Orient Joints and open the options. ![]() Now go to Display > Transform Display > Local Rotational Axes to see how yours are currently looking. To edit the rotation axes on your skeleton, select the Root joint and also the hierarchy - go to Edit > Select Hierarchy - so you have all the joints selected. This is important as misaligned axes can cause huge problems. ![]() When adjusted, you are in effect editing the pivot so that the X, Y and Z axes point exactly where you want them to. One of the main areas to investigate is the rotational axis in each joint.Įach rotational axis dictates how the joint will rotate around its pivot when manipulated. Now you have one side of your skeleton, it's important to check how it actually rotates before you move on to create the opposite side and bind it to the model. ![]()
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