SKINNING UTILITIES – (VIDEOS COMING SOON)
Skinning Utilities adds all your favorite skinning functions in one handy location, and it adds new buttons that further automate Maya’s skinning tools.
Maya’s skinning tools are spread throughout many different UIs and can be difficult to find with many confusing options. Some common functionality is hidden or completely missing.
Zoo Tool’s Skinning Utilities adds all the common skinning tools in one location and adds the extra missing functions to the existing tools.
Some functions in this tool are not found in Maya.
Skin Transfer automates Maya’s Copy Skin Weights and automatically skins target object to the source’s joints.
Skin Toggle allows you to move joint positions after skinning.
Duplicate Original duplicates the mesh before it was skinned, great for fixing UVs or adding blendshapes.
Skin Transfer uses Maya’s Copy Skin Weights to automatically skin the target object to the same joints as the source mesh. The object topology does not matter so you can transfer the skinning of one object onto another.
This function works in world space, select a skinned object, and then another object, the skinning from the first object will be applied to the second.
Skin Toggle is for moving joint positions after skinning. Select an object and click the to disable (toggle off) a mesh’s skin cluster moving the object back to its bind position. Move your joints to new positions then click the button again to enable (toggle on) the skinning, effectively re-binding the joints at their new positions.
Combine Skin Meshes Button
Select meshes and run to combine the objects without destroying their skinning. At least one mesh should have skinning. The Combine Skin functionality is hidden in Maya’s Mesh > Combine tool option and is not found in under the Skin menu.
Duplicate Original Button
Duplicates the selected mesh before the object was skinned. The object’s attributes are unlocked. This tool is useful for creating new blendshapes, UVs, and other tasks.
Add Joints Button
Select joint/s and a mesh to add the joint to the related skin cluster. The new joint will have zero-weighting by default.
Remove Joints Button
Select joint/s and a mesh to remove the joint from the related skin cluster.
Mirror +X to -X Button
Mirrors the skinning intuitively from +X to -X with good default settings. Mesh should be in its default bind pose. Select meshes and run.
Mirror -X to +X Button
Mirrors the skinning intuitively from -X to +X with good default settings. Mesh should be in its default bind pose. Select meshes and run.
Selected meshes and joints to skin with good default settings.
– Skins to the selected joints, not the joint hierarchy.
– Closest distance.
– Five influences and max influences per joint.
Deletes skinning from the selected meshes.