Skinning Fundamentals (1/2)
Maya: Skinning/Deformation

Object deformation in Maya is based on virtual skinning rules, unlike reality which obeys more intuative physical laws. This page clarifies how skinning’s different in Maya compared to the rules of the real world.
You’ll learn the basic tools and how vertices loose volumes and why, twists and how some of the tools won’t work intuitively. Then you’ll get into weight painting. The class continues on the next page where we’ll look at the tools in more depth.
Despite efforts from the software manufacturers that appear to make skinning look as easy as one click setups, skinning still requires a solid understanding of basics to achieve desirable results.
The following classes are a must for any student wishing to have their characters deform well in Maya.
Running Time: 42 mins
Software: Maya 2016
Instructor: Andrew Silke
1. Basic Skin Weighting Settings (8:11 mins)
1.2 – Add Joints (2:18 mins)
1.3 – Remove Joints (50 sec)
1.4 – Max Influences (2:24 mins)
2. Moving Joints After Skinning (4:09 mins)
2.2 – Move Joints (Manual) (1:08 mins)
2.3 – Move Joints (Maya Tool) (1:40 mins)
3. Important: How Skin Weights Are Assigned (7:05 mins)
3.2 – Component Editor (3:29 mins)
3.3 – Skin Wrangler (1:39 mins)
4. Weighted Skinning As A Linear Direction (5:41 mins)
4.2 – Rotation Increments (2:44 mins)
4.3 – Twist Increments (41 sec)
5. Twist Issues And Solutions (4:35 mins)
5.2 – Twist Solutions (2:27 mins)
6. 100% Skinning Workflow (5:43 mins)
6.2 – Weighting 100% (37 sec)
6.3 – Smoothing Scripts (1:28 mins)
6.4 – 100% Workflow (1:53 mins)
7. Painting Skin Weights (7:07 mins)
7.2 – Paint Weights: Add (1:52 mins)
7.3 – Paint Weights: Replace (1:03 mins)
7.4 – Why Removing Is Bad (1:42 mins)
7.5 – Paint Weights Scale (1:10 mins)