{"id":957,"date":"2012-02-23T05:45:55","date_gmt":"2012-02-23T05:45:55","guid":{"rendered":"http:\/\/www.manibogstudios.com\/blogger\/?p=957"},"modified":"2012-03-06T17:59:12","modified_gmt":"2012-03-06T17:59:12","slug":"lesson-10-skinning","status":"publish","type":"post","link":"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/","title":{"rendered":"Lesson 10 Skinning"},"content":{"rendered":"<h2>Parent Binding<\/h2>\n<p>The simplest type of binding is to parent geometry to joints. Parenting geometry to joints is very fast and needs no tweaking, but requires the pieces of a model to be separate. <em>Ex: An arm would be split into an upper part and lower part.<\/em> There are scenarios where this is appropriate for example a ring on a finger or the eyes of a character.<\/p>\n<ol>\n<li>Create a Simple Scene\n<ul>\n<li>&#8211; Open a new scene and change to the <em>top view.<\/em><\/li>\n<li>&#8211; Draw three joints defining an arm.<\/li>\n<li>&#8211; Change to <em>perspective view<\/em><\/li>\n<li>&#8211; Create two polygonal cylinders and place them over the joints. <em>see img<\/em>.<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_000\/\" rel=\"attachment wp-att-961\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-961\" title=\"10_skinning_000\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_000.gif\" alt=\"\" width=\"594\" height=\"179\" srcset=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_000.gif 594w, http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_000-590x177.gif 590w\" sizes=\"auto, (max-width: 594px) 100vw, 594px\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<li>Parent the Geometry\n<ul>\n<li>&#8211; Select the left cylinder, then SHFT + SELECT the left joint.<\/li>\n<li>&#8211; Parent the objects: Press &#8220;p&#8221;<\/li>\n<li>&#8211; Repeat the process by parenting the right cylinder to the right joint<\/li>\n<li><em>Note: The geometry is now a child of the joints<\/em><\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_001\/\" rel=\"attachment wp-att-962\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-962\" title=\"10_skinning_001\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_001.gif\" alt=\"\" width=\"310\" height=\"105\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<li>Test the Joint Rotations\n<ul>\n<li>&#8211; Select the bones and rotate them to see the results.<\/li>\n<li><em>Note: Selecting bones have a higher selection than geometry.<\/em> This is true if the joints are not parented to the geometry otherwise both will be selected.<\/li>\n<\/ul>\n<\/li>\n<\/ol>\n<h2>Rigid Binding<\/h2>\n<p>Rigid Binding works like parent binding except it affects the geometry.\u00a0 Rigid binding works, by the vertices closer to a certain joint, will be more inclined o follow that joint.<\/p>\n<ol>\n<li>Create a Simple Scene\n<ul>\n<li>&#8211; Change to the top view<\/li>\n<li>&#8211; Draw three joints defining an arm.<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_002\/\" rel=\"attachment wp-att-963\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-963\" title=\"10_skinning_002\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_002.gif\" alt=\"\" width=\"333\" height=\"131\" \/><\/a><\/li>\n<li>&#8211; Select the first joint and duplicate and move them side by side.<\/li>\n<li>&#8211; Switch to <em>perspective <\/em>view.<\/li>\n<li>&#8211; Create a polygonal cylinder and a NURBs cylinder<\/li>\n<li>&#8211; Place each cylinder so it entirely covers each joint chain.<\/li>\n<li>&#8211; Set the polygonal cylinder&#8217;s <em>Subdivision Height: 10<br \/>\n<\/em><\/li>\n<li>&#8211; Set the NURBs cylinder&#8217;s <em>Span<\/em>:10<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_003\/\" rel=\"attachment wp-att-964\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-964\" title=\"10_skinning_003\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_003.gif\" alt=\"\" width=\"325\" height=\"225\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<li>Rigid Bind\n<ul>\n<li>&#8211; Select the first joint chain, then SHFT + SELECT the polygonal cylinder.<\/li>\n<li>&#8211; Apply Rigid Bind.<strong> ANIMATION || Skin &gt; Bind Skin &gt; Rigid Bind.<\/strong><\/li>\n<li>&#8211; Select the second joint chain, then SHFT+SELECT the NURBs Cylinder.<\/li>\n<li>&#8211; Apply Rigid Bind.<strong> ANIMATION || Skin &gt; Bind Skin &gt; Rigid Bind.<\/strong><\/li>\n<\/ul>\n<\/li>\n<li>Test the Joint&#8217;s Rotations\n<ul>\n<li>&#8211; Select the joints for each and compare the joint&#8217;s rotations.<\/li>\n<li><em>Note: The polygonal cylinder folds in on itself while the NURBs cylinder looks much smoother.<\/em><\/li>\n<li><em>Also Note: The geometry is not parented in the outliner<\/em><\/li>\n<li>Below img: polygon on the lft. NURBs on the rt.<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_004\/\" rel=\"attachment wp-att-965\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-965\" title=\"10_skinning_004\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_004.gif\" alt=\"\" width=\"973\" height=\"376\" srcset=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_004.gif 973w, http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_004-590x227.gif 590w, http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_004-950x367.gif 950w\" sizes=\"auto, (max-width: 973px) 100vw, 973px\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<li>Edit Membership Tool\n<ul>\n<li>Change the rigid binding defaults so certain points follow a joint. The <em>Edit Membership Tool<\/em> allows you to specify the points on a geometry that are affected by the joint.<\/li>\n<li>&#8211; Select <strong>ANIMATION || Edit Deformers &gt; Edit &gt; Membership Tool<\/strong><\/li>\n<li>&#8211; Click on the middle joint of the polygonal cylinder.<\/li>\n<li><em>Note: you will see all the highlighted vertices affected by the joint.<\/em><\/li>\n<li>&#8211; Remove points: CTRL + CLICK DRAG MARQUEE OVER POINTS<\/li>\n<li>&#8211; Add Points: SHFT + CLICK DRAG MARQUEE OVER POINTS<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_005\/\" rel=\"attachment wp-att-968\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-968\" title=\"10_skinning_005\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_005.gif\" alt=\"\" width=\"465\" height=\"386\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<\/ol>\n<h2>Flexors<\/h2>\n<p>Flexor is a type of deformer used with <em>rigid bound<\/em> surfaces. A flexor can smooth out the binding region between the bones, preventing the geometry from cracking. Flexor points can be <em>keyed<\/em> to modify their positions as bones rotate. Ex: you can modify an elbow shape when an elbow bends.<\/p>\n<ol>\n<li>Create a Flexor\n<ul>\n<li>&#8211; Reset the previous bones to their default positions.<\/li>\n<li>&#8211; Select the middle joint for the first joint chain.<\/li>\n<li>&#8211; <strong>ANIMATION || Skin &gt; Edit Rigid Skin &gt; Create Flexor<\/strong><\/li>\n<li><em>(Option window pops up)<br \/>\n<\/em><\/p>\n<ul>\n<li>Create Flexor Options<\/li>\n<li>&#8211; <strong>Flexor Type:<\/strong> Lattice<\/li>\n<li>&#8211; <strong>Position the Flexor:<\/strong> On<\/li>\n<li>&#8211; Click [CREATE]<\/li>\n<li><em>(The flexor is created at the joint&#8217;s position and is selected so you can position it correctly.)<\/em><\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_006\/\" rel=\"attachment wp-att-971\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-971\" title=\"10_skinning_006\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_006.gif\" alt=\"\" width=\"439\" height=\"277\" \/><\/a><\/li>\n<\/ul>\n<p>&#8211; Translate and scale the flexor to cover the bending region<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_007\/\" rel=\"attachment wp-att-972\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-972\" title=\"10_skinning_007\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_007.gif\" alt=\"\" width=\"544\" height=\"232\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<li>Test the Joint Rotations\n<ul>\n<li>&#8211; Select the <em>middle bone<\/em> and rotate it to see the result of the flexor on the geometry.<\/li>\n<li><em>(Notice: the bending area is much smoother)<\/em><\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_008\/\" rel=\"attachment wp-att-973\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-973\" title=\"10_skinning_008\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_008.gif\" alt=\"\" width=\"409\" height=\"354\" \/><\/a><\/li>\n<li>Hide a flexor: <strong>STAGE || Show &gt; Deformers<\/strong><\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_009\/\" rel=\"attachment wp-att-974\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-974\" title=\"10_skinning_009\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_009.gif\" alt=\"\" width=\"222\" height=\"322\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<li>Set Driven Keys\n<ul>\n<li>&#8211; Zero the rotation of the bones.<\/li>\n<li>&#8211; Select <strong>ANIMATION || Set Driven Key &gt;Set<\/strong><\/li>\n<li><em>Notice: A window with two section appears.<\/em><\/li>\n<li>&#8211; Select the <em>middle joint.<\/em> This joint will be the <em>driver<\/em>. The <em>driver<\/em> modifies whatever it is connected to. In this case it would be called the <em>driven<\/em>.<\/li>\n<li><em>&#8211;<\/em> In the Driver section, while the joint is still selected, load the <em>middle joint<\/em> by clicking on <em>load driver. <\/em>This assigns the middle joint as the driver. Next, highlight\/select the <em>Rotate Y<\/em> attribute on the right.<\/li>\n<li><em>Note:This says when the middle joint&#8217;s RotateY-axis is modified, also modify the driven objects. MAKE SURE YOU HAVE THE RIGHT ATTRIBUTE HIGHLIGHTED FOR YOUR DRIVER TO MODIFY THEN DRIVEN.<br \/>\n<\/em><\/li>\n<li>&#8211; Assign the driven objects to be affected by the middle joints Y-rotation. Select the <em>flexor<\/em> and press F8 to go into component mode.<\/li>\n<li>&#8211; Select ALL the flexor&#8217;s lattice points and click [LOAD DRIVEN] in the Set Driven Window.<\/li>\n<li>&#8211; Highlight all the driven attributes in the Driven section.<\/li>\n<li>&#8211; Click [KEY] button to set normal position<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_020\/\" rel=\"attachment wp-att-996\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-996\" title=\"10_skinning_020\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_020.gif\" alt=\"\" width=\"398\" height=\"546\" \/><\/a><\/li>\n<li>&#8211; Return to Object mode. Rotate the middle joint on the Y-axis by about 80 degrees<\/li>\n<li>&#8211; Select the flexor and press F8 to go back to component mode.<\/li>\n<li>&#8211; Move the flexor point to make a nice elbow shape on the cylinder.<\/li>\n<li>&#8211; Select all the points on for the lattice.<\/li>\n<li>&#8211; Click [KEY] to set the bent position.<\/li>\n<li><em>(Note: The points may not move exactly as expected since they are using local space of the middle bone)<\/em><\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_010\/\" rel=\"attachment wp-att-980\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-980\" title=\"10_skinning_010\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_010.gif\" alt=\"\" width=\"486\" height=\"341\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<li>Test Joint Rotations\n<ul>\n<li>&#8211; Select the middle bone and rotate it.<\/li>\n<li>Notice you can achieve a much better crease by using a <em>driven flexor<\/em>.<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_011\/\" rel=\"attachment wp-att-981\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-981\" title=\"10_skinning_011\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_011.gif\" alt=\"\" width=\"435\" height=\"293\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<\/ol>\n<h2>Lattice Binding<\/h2>\n<p>Lattice binding is another option to achieve nice skinning. Lattice binding can create a very smooth binding using the simplicity of rigid binding.<\/p>\n<ol>\n<li>Detach the Skin\n<ul>\n<li>&#8211; Select the polygon cylinder from the previous exercise.<\/li>\n<li>&#8211; <strong>ANIMATION || Skin &gt; Detach Skin<\/strong><\/li>\n<li><em>Notice: If your joint was bent, the geometry will snap back to a straight cylinder once you detach the skin from the joint.<\/em><\/li>\n<li>&#8211; Select the <em>middle joint<\/em> and zero it&#8217;s rotation back to default.<\/li>\n<li>&#8211; Delete a flexor. Select the flexor and press delete.<\/li>\n<\/ul>\n<\/li>\n<li>Create a Lattice\n<ul>\n<li>&#8211; Select the <em>polygonal cylinder<\/em>.<\/li>\n<li>&#8211; Create a Lattice: <strong>ANIMATION || Create Deformers &gt; Lattice.<\/strong><\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_015\/\" rel=\"attachment wp-att-986\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-986\" title=\"10_skinning_015\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_015.gif\" alt=\"\" width=\"229\" height=\"79\" \/><\/a><\/li>\n<li><em>Note: A lattice is created and fits the geometry perfectly, so it may appear as if nothing is present.<\/em><\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_013\/\" rel=\"attachment wp-att-982\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-982\" title=\"10_skinning_013\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_013.gif\" alt=\"\" width=\"488\" height=\"193\" \/><\/a><\/li>\n<li>With the <em>lattice<\/em> selected, display your Channel Box. Change he value of he T Divisions to 9. <strong>CHANNEL BOX || Shapes &gt; T Divisions: 9<\/strong>.<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_014\/\" rel=\"attachment wp-att-983\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-983\" title=\"10_skinning_014\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_014.gif\" alt=\"\" width=\"295\" height=\"176\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<li>Rigid Bind the Lattice\n<ul>\n<li>&#8211; With the lattice still selected, SHFT + SELECT the first bone in the joint chain.<\/li>\n<li>&#8211; Rigid Bind the selection: <strong>ANIMATION || Skin &gt; Bind Skin &gt; Rigid Bind.<\/strong><\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_016\/\" rel=\"attachment wp-att-985\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-985\" title=\"10_skinning_016\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_016.gif\" alt=\"\" width=\"330\" height=\"149\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<li>Test Joint Rotations\n<ul>\n<li>&#8211; Select the <em>middle bone<\/em> and rotate to see the effects of the lattice on the geometry.<\/li>\n<li><em>Note: Right now it is not much different than a normal rigid bind.<\/em><\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_012\/\" rel=\"attachment wp-att-984\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-984\" title=\"10_skinning_012\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_012.gif\" alt=\"\" width=\"598\" height=\"421\" srcset=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_012.gif 598w, http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_012-590x415.gif 590w\" sizes=\"auto, (max-width: 598px) 100vw, 598px\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<li>Adjust the Lattice\n<ul>\n<li>&#8211; Select the lattice object.<\/li>\n<li>&#8211; In the Outputs section of the Channel Box, highlight the <em>ffd1<\/em>node.\n<ul>\n<ul>\n<li><strong><em>ffd1 Node Options:<\/em><\/strong><\/li>\n<li>&#8211; Local Influences S: 4;<\/li>\n<li>&#8211; Local Influences T: 4;<em><\/em><\/li>\n<li><em><\/em>&#8211; Local Influences U: 4;<\/li>\n<\/ul>\n<\/ul>\n<p>&nbsp;<\/p>\n<ul>\n<li><em>The deformation should be much smoother.<\/em><\/li>\n<li>\n<p><figure id=\"attachment_989\" aria-describedby=\"caption-attachment-989\" style=\"width: 287px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_017\/\" rel=\"attachment wp-att-989\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-989\" title=\"10_skinning_017\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_017.gif\" alt=\"\" width=\"287\" height=\"230\" \/><\/a><figcaption id=\"caption-attachment-989\" class=\"wp-caption-text\">before<\/figcaption><\/figure><\/li>\n<li>\n<div class=\"mceTemp\">\n<figure id=\"attachment_990\" aria-describedby=\"caption-attachment-990\" style=\"width: 275px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_018\/\" rel=\"attachment wp-att-990\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-990\" title=\"10_skinning_018\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_018.gif\" alt=\"\" width=\"275\" height=\"229\" \/><\/a><figcaption id=\"caption-attachment-990\" class=\"wp-caption-text\">after<\/figcaption><\/figure>\n<\/div>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Edit The Membership\n<ul>\n<li>It is now much easier to adjust the membership of the lattice points rather than adjusting the vertices of the geometry.<\/li>\n<\/ul>\n<\/li>\n<li>Driven Lattice\n<ul>\n<li>If the Edit Membership Tool doesn&#8217;t provide enough control over the deformation of a geometry, you can use driven keys to achieve a much better deformation. See Flexors.<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_021\/\" rel=\"attachment wp-att-997\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-997\" title=\"10_skinning_021\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_021.gif\" alt=\"\" width=\"383\" height=\"325\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<\/ol>\n<h2>Smooth Binding<\/h2>\n<p>Most advanced type of skinning is <em>smooth binding.<\/em> Smooth binding allows a geometry&#8217;s vertex or CV to be affected by multiple bones according to a percentage.<\/p>\n<p><em><strong>MY NOTES:<\/strong><\/em><\/p>\n<ol>\n<li>Set-up the Scene\n<ul>\n<li>&#8211; Switch to top view.<\/li>\n<li>&#8211; Create a joint with three points to resemble an arm.<\/li>\n<li>&#8211; Create a polygon cylinder.<\/li>\n<li>&#8211; Position the elements so the joint resides inside the polygon.<\/li>\n<li>&#8211; Select the joint&#8217;s first point and SHFT+SELECT the polygon.<\/li>\n<li>&#8211; <strong>ANIMATION || Skin &gt; Bind Skin &gt; Smooth Bind.<\/strong><\/li>\n<li>&#8211; Rotate the second joint&#8217;s Y-axis 90.<\/li>\n<li>&#8211; Select the polygon and apply Paint Weights tool. <strong>ANIMATION || Skin &gt; Edit Smooth Skin Bind &gt; Paint Skin Weights Tool &gt;\u00a0\u25a1.<\/strong><\/li>\n<li>&#8211; My Settings: Mostly default.<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_022\/\" rel=\"attachment wp-att-1001\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1001\" title=\"10_skinning_022\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_022.gif\" alt=\"\" width=\"382\" height=\"582\" \/><\/a><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_023\/\" rel=\"attachment wp-att-1002\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1002\" title=\"10_skinning_023\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_023.gif\" alt=\"\" width=\"377\" height=\"592\" \/><\/a><\/li>\n<li><strong>\u00a0<\/strong>Hopefully, this solves the problem. You should see this.<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_024\/\" rel=\"attachment wp-att-1000\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1000\" title=\"10_skinning_024\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_024.gif\" alt=\"\" width=\"538\" height=\"319\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<\/ol>\n<p><strong><em>UPDATE:<\/em><\/strong><\/p>\n<ol>\n<li>Restarting Maya and recreating a polygon with a joint. Seemed to have fixed it.\u00a0 <strong>IMPORTANT: If you delete all by type &gt; history,<\/strong>\u00a0 This will disable paint weights tool. Also, NURBs seem to have a better tolerance to the paint weights tool.<\/li>\n<\/ol>\n<p>&nbsp;<\/p>\n<p><em><strong>Book&#8217;s Notes:<\/strong><\/em><\/p>\n<ol>\n<li>Set-up the Scene\n<ul>\n<li>&#8211; Switch to top view.<\/li>\n<li>&#8211; Create a joint with three points to resemble an arm.<\/li>\n<li>&#8211; Create a polygon cylinder.<\/li>\n<li>&#8211; Position the elements so the joint resides inside the polygon.<\/li>\n<\/ul>\n<\/li>\n<li>Smooth Bind\n<ul>\n<li>&#8211; Select the joint&#8217;s first point and SHFT+SELECT the polygon.<\/li>\n<li>&#8211; <strong>ANIMATION || Skin &gt; Bind Skin &gt; Smooth Bind.<\/strong><\/li>\n<\/ul>\n<\/li>\n<li>Test Joint Rotations\n<ul>\n<li>&#8211; Select the middle joint and rotate to see it&#8217;s influence.<\/li>\n<li>&#8211; Rotate the joint to y-axis 90 degrees<\/li>\n<\/ul>\n<\/li>\n<li>Edit Smooth Bind Influence\n<ul>\n<li>&#8211; Select the polygon<\/li>\n<li>&#8211; <strong>STAGE || Shading &gt; Smooth Shade All<\/strong><\/li>\n<li>&#8211; Bring up the Paint Weights Tool. <strong>ANIMATION || Skin &gt; Edit Smooth Skin &gt; Paint Skin Weight&#8217;s Tool &gt; <\/strong><strong>\u25a1<\/strong>.<\/li>\n<li>The polygon should look like the below:<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_024\/\" rel=\"attachment wp-att-1000\"><img loading=\"lazy\" decoding=\"async\" title=\"10_skinning_024\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_024.gif\" alt=\"\" width=\"538\" height=\"319\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<\/ol>\n<p>&nbsp;<\/p>\n<h2>Binding the Penguin<\/h2>\n<p>Since the penguin is composed of deformable objects, you will bind it&#8217;s geometry using Smooth Binding. You will also bind the eyes and claws.<\/p>\n<ol>\n<li>Open The Last Scene\n<ul>\n<li>&#8211; Open a scene with just the penguin geometry and the skeleton chain.<\/li>\n<li>&#8211; Save file as Skinning.<\/li>\n<\/ul>\n<\/li>\n<li>Set Preferred Angle\n<ul>\n<li>When binding geometry to a skeleton, you need to test the rotations. By doing so you should be able to return the skeleton to it&#8217;s default position quickly. MAYA has two commands called <em>Set Preferred Angle<\/em> and <em>Assume Preferred Angle<\/em>. These commands allow you to set the default skeleton pose then return to that pose whenever you want.<\/li>\n<li><em>Note: The preferred Angle also defines the bending angle for IK handles.<\/em><\/li>\n<li>&#8211; Select the <em>pelvis<\/em> joint.<\/li>\n<li>&#8211; RMB over the <em>pelvis<\/em> joint &gt; (window pop)<\/li>\n<li>&#8211; Select <em>Set Preferred Angle.<\/em><\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_026\/\" rel=\"attachment wp-att-1011\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1011\" title=\"10_skinning_026\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_026.gif\" alt=\"\" width=\"443\" height=\"485\" \/><\/a><\/li>\n<li>NOTE: These Commands are also available in the <em>Skeleton Menu<\/em>.<\/li>\n<\/ul>\n<\/li>\n<li>Assume Preferred Angle\n<ul>\n<li>&#8211; Rotate several joints.<\/li>\n<li>&#8211; Select the pelvis joint<\/li>\n<li>&#8211; (<em>on the stage<\/em>) RMB over the pelvis &gt; (window pop)<\/li>\n<li>&#8211; Select <em>Assume Preferred Angle<\/em><\/li>\n<li>Notice: The skeleton returns to it&#8217;s preferred angle.<\/li>\n<\/ul>\n<\/li>\n<li>Bind The Body\n<ul>\n<li>&#8211; Select the <em>Smooth Bind<\/em> Options window. <strong>ANIMATION || Skin &gt; Bind Skin &gt; Smooth Bind &gt; <\/strong><strong> <\/strong><strong>\u25a1<\/strong>.\n<ul>\n<li>Smooth Bind Options<\/li>\n<li>&#8211; <strong>Bind To:<\/strong> Selected Joints;<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_027\/\" rel=\"attachment wp-att-1016\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1016\" title=\"10_skinning_027\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_027.gif\" alt=\"\" width=\"552\" height=\"376\" \/><\/a><\/li>\n<li><em>Note: It is recommended that you select the joints to which you want to bind the geometry, in order to prevent unwanted influence from other bones.<\/em><\/li>\n<\/ul>\n<\/li>\n<ul>\n<li>&#8211; Select all the following joints below using SHFT + CLICK\n<ul>\n<li>NOTE: I noticed I was missing a joint for the second eye. So I added a joint using : <strong>ANIMATION || Skeleton &gt; Insert Joint Tool.<\/strong><\/li>\n<li>pelvis, spine, spine1, neck, neck1, head, jaw, tail, lClavicle, lShoulder, lElbow, lWrist, rClavicle, rClavicle, rShoulder, rElbow, rWrist, lHip, lKnee, lAnkle, lToes, rHip, rKee, rAnkle, rToes.<\/li>\n<\/ul>\n<\/li>\n<li>&#8211; SHFT + SELECT the <em>body <\/em>geometry.<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_028\/\" rel=\"attachment wp-att-1017\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1017\" title=\"10_skinning_028\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_028.gif\" alt=\"\" width=\"276\" height=\"356\" \/><\/a><\/li>\n<li>&#8211; Click\u00a0 [BIND SKIN]<\/li>\n<li><em>Notice: Skeleton chain changed to a multiple colored joint chain. See below.<\/em><\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_029\/\" rel=\"attachment wp-att-1018\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1018\" title=\"10_skinning_029\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_029.gif\" alt=\"\" width=\"364\" height=\"430\" \/><\/a><\/li>\n<\/ul>\n<li>&#8211; Rotate the <em>pelvis<\/em> joint to see if it&#8217;s attached.<\/li>\n<\/ul>\n<\/li>\n<li>Smooth Bind the\u00a0 Eyeballs\n<ul>\n<li>&#8211; Select the <em>lEyeball<\/em> geometry.<\/li>\n<li>&#8211; SHFT + SELECT the <em>lEye <\/em>joint.<\/li>\n<li>&#8211; <strong>ANIMATION || Skin &gt; Bind Skin &gt; Smooth Bind.<\/strong><\/li>\n<li>&#8211; Repeat to the other eye.<\/li>\n<li>&#8211; Rotate the <em>eye <\/em>joints to see if they follow.<\/li>\n<\/ul>\n<\/li>\n<li>Rigid Bind the Eye Lids\n<ul>\n<li>&#8211; Select the <em>lEyelid<\/em> and <em>rEyelid<\/em> geometry.<\/li>\n<li>&#8211; SHFT + SELECT the <em>head<\/em> joint.<\/li>\n<li>&#8211; Rigid Bind the eyelids to the head joint: <strong>ANIMATION || Skin &gt; Bind Skin &gt; Rigid Bind &gt; <\/strong><strong>\u25a1<\/strong>.\n<ul>\n<li>Rigid Bind Options:<\/li>\n<li>&#8211; <strong>Bind To:<\/strong> Selected Joints<\/li>\n<li>&#8211; Click [BIND SKIN]<\/li>\n<\/ul>\n<\/li>\n<li>&#8211; Rotate the <em>head<\/em> joints to see if the eyeLids follow.<\/li>\n<li>&#8211; Repeat this step with the hair geometry.<\/li>\n<\/ul>\n<\/li>\n<li>Make Sure Everything is Bound\n<ul>\n<li>&#8211; Select the <em>pelvis\u00a0 <\/em>joint and rotate it. You will notice if geometry is let behind.<\/li>\n<li>&#8211; Pose the character and keep note of any problematic areas.<\/li>\n<li><em>Note: Do not <strong>translate<\/strong> any joints except the pelvis.<\/em> Assume Preferred angle only keeps rotation values.<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_030\/\" rel=\"attachment wp-att-1034\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1034\" title=\"10_skinning_030\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_030.gif\" alt=\"\" width=\"354\" height=\"383\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<li>Reset The Skeleton Position<br \/>\n&#8211; Undo to bring the skeleton back to it&#8217;s original position.<br \/>\n&#8211; Or&#8230; Select the <em>pelvis <\/em>joint, then <strong>ANIMATION || Skeleton &gt; Assume Preferred Angle.<\/strong><\/li>\n<li>Save\n<ul>\n<li>&#8211; 030512_10-skinning_02.ma<\/li>\n<\/ul>\n<\/li>\n<li>Paint Skin Weights Tool\n<ul>\n<li>Once the geometry is bound to the skeleton, you&#8217;ll need to refine the weighting so every joint bends the geometry as expected. Use the Paint Weights Skin Tool. This tool works like a paint brush. You paint white to symbolize the geometry being fully influenced by the joint and black not being influenced at all.<\/li>\n<\/ul>\n<\/li>\n<\/ol>\n<p>&nbsp;<\/p>\n<h2>Joint Degrees Of Freedom and Limits<\/h2>\n<p>Your character is unable to achieve every possible. Similar to a human body, a joint has restrictions on being able to rotate or limits to how far a joint can rotate. You can control how far a joint can rotate.<\/p>\n<ol>\n<li>Degrees of Freedom\n<ul>\n<li>By default all three joints are free to rotate. If you can you can limit the degrees of freedom on a joint. In this case of your model we can&#8217;t have your elbows and knees bending in all three directions.<\/li>\n<li>&#8211; Select the <em>lElbow<\/em> joint.<\/li>\n<li><em>Note: Which axis should be allowed to bend?<\/em><\/li>\n<li>&#8211; In the case of your penguin&#8217;s elbow it should rotate on the Y-axis.<\/li>\n<li>( Note:The <em>Rotate Tool<\/em> must be in <em>Local Mode<\/em>.)<\/li>\n<li>&#8211; Open the <em>Attribute Editor<\/em>and scroll down to the joint section.\n<ul>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_031\/\" rel=\"attachment wp-att-1035\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1035\" title=\"10_skinning_031\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_031.gif\" alt=\"\" width=\"865\" height=\"607\" srcset=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_031.gif 865w, http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_031-590x414.gif 590w\" sizes=\"auto, (max-width: 865px) 100vw, 865px\" \/><\/a><br \/>\n<strong><\/strong><\/li>\n<li><strong>CHANNEL BOX || Joint &gt; Degrees of Freedom<\/strong> Options:<\/li>\n<li>&#8211; <strong>Degrees of Freedom:<\/strong> Turn off <em>X<\/em> and <em>Z<\/em>.<\/li>\n<li><em>(Notice: In the Channel Box, X and Y rotation are locked.)<\/em><\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_032\/\" rel=\"attachment wp-att-1036\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1036\" title=\"10_skinning_032\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_032.gif\" alt=\"\" width=\"259\" height=\"260\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Joint Limits\n<ul>\n<li>A joint limit allows you to set i min and max value for a joints to rotate. In the elbows case. we need to stop rotation when the arm is extended and when it is fully bent.<\/li>\n<li>&#8211; Select the lElbow joint.<\/li>\n<li>&#8211; Rotate the joint to bend it on the Y-axis and stop right before the geometry penetrates the upper arm.<\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_033\/\" rel=\"attachment wp-att-1037\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1037\" title=\"10_skinning_033\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_033.gif\" alt=\"\" width=\"759\" height=\"327\" srcset=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_033.gif 759w, http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_033-590x254.gif 590w\" sizes=\"auto, (max-width: 759px) 100vw, 759px\" \/><\/a><\/li>\n<li>&#8211; <strong>ATTRIBUTE EDITOR || Limit Information<\/strong> (<em>tab<\/em>)\n<ul>\n<li><strong>&#8211; Rotate:<\/strong> Turn on <em>Rot Limit Y Min;<\/em> Check the box.<\/li>\n<li>&#8211; Click on the <strong>&lt;<\/strong> to set the <em>Rot Limit Y Min<\/em><\/li>\n<li>&#8211; Rotate the joint to extend the arm on the Y-axis and stop when the arm is straight.<\/li>\n<li><strong>&#8211; Rotate:<\/strong> Turn on <em>Rot Limit Y Max;<\/em> Check the box.<\/li>\n<li>&#8211; Click on the <strong>&gt;<\/strong> to set the <em>Rot Limit Y Max<\/em><\/li>\n<li><a href=\"http:\/\/www.manibogstudios.com\/blogger\/2012\/02\/23\/lesson-10-skinning\/10_skinning_034\/\" rel=\"attachment wp-att-1038\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1038\" title=\"10_skinning_034\" src=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_034.gif\" alt=\"\" width=\"762\" height=\"312\" srcset=\"http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_034.gif 762w, http:\/\/www.manibogstudios.com\/blogger\/wp-content\/uploads\/2012\/02\/10_skinning_034-590x241.gif 590w\" sizes=\"auto, (max-width: 762px) 100vw, 762px\" \/><\/a><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Remainder of Skeleton Limits\n<ul>\n<li>&#8211; Set the freedom and limitations for the rest of the skeleton.<\/li>\n<\/ul>\n<\/li>\n<li>Save Your Work\n<ul>\n<li>Books File: 10-bigzSkinning_03.ma<\/li>\n<li>myFile: 030612_10-skinning_03.ma<\/li>\n<\/ul>\n<\/li>\n<\/ol>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Parent Binding The simplest type of binding is to parent geometry to joints. Parenting geometry to joints is very fast and needs no tweaking, but requires the pieces of a model to be separate. Ex: An arm would be split into an upper part and lower part. There are scenarios where this is appropriate for [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5,26,4],"tags":[],"class_list":["post-957","post","type-post","status-publish","format-standard","hentry","category-autodesk-maya","category-mayafoundation2008","category-tutorials"],"_links":{"self":[{"href":"http:\/\/www.manibogstudios.com\/blogger\/wp-json\/wp\/v2\/posts\/957","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.manibogstudios.com\/blogger\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.manibogstudios.com\/blogger\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.manibogstudios.com\/blogger\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.manibogstudios.com\/blogger\/wp-json\/wp\/v2\/comments?post=957"}],"version-history":[{"count":48,"href":"http:\/\/www.manibogstudios.com\/blogger\/wp-json\/wp\/v2\/posts\/957\/revisions"}],"predecessor-version":[{"id":959,"href":"http:\/\/www.manibogstudios.com\/blogger\/wp-json\/wp\/v2\/posts\/957\/revisions\/959"}],"wp:attachment":[{"href":"http:\/\/www.manibogstudios.com\/blogger\/wp-json\/wp\/v2\/media?parent=957"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.manibogstudios.com\/blogger\/wp-json\/wp\/v2\/categories?post=957"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.manibogstudios.com\/blogger\/wp-json\/wp\/v2\/tags?post=957"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}