• Maya

Preparing the skeleton for skinning

Prepare your skeleton for skinning by assuming the preferred angle, then creating a selection set for only the joints that require skinning.


00:04

So what we need is for the model to follow the skeleton.

00:07

So it can deform and be animated and then eventually exported and used in game.

00:13

A quick way to get back into the main pose is to

00:16

right click on the skeleton and go to a soon preferred angle.

00:20

This will only reset the rotations though.

00:23

So remember at this stage to not adjust the translations on any of the joints.

00:28

Even though we have this full skeleton,

00:30

we don't want every joint to affect the model.

00:33

Some of the joints are here to simply help the others deform the correct way

00:38

you have to remember that this is a real time asset.

00:41

So we have to be economical with what we use.

00:44

The more joints that affect the model, the bigger the impact is on the engine

00:49

plus, there is no point having a joint skinned when it does nothing to the model.

00:54

OK, let's open the hierarchy and take a look

00:58

and we can select all the joints quickly by going to select hierarchy.

01:04

Now deselect the root joint.

01:07

This is used by the engine but not the model. So this doesn't need to be skinned

01:12

I'm also going to remove the cog joint from the selection.

01:16

We already have another joint in the same place here, the pelvis joint.

01:21

So that will control the model.

01:24

Next. Remove the upper arm joints from the selection.

01:28

Again, we don't need these skinned because we added the extra twist joints here,

01:32

which will control the shoulder area for us.

01:36

We can now also remove the hand twist joint too.

01:40

Ok, let's deselect the opposite side,

01:43

the upper arm and the hand,

01:47

we can do the same with the legs.

01:49

So, remove the thigh joints

01:53

and the foot twist joints.

02:00

There we go.

02:02

So those are the only joints we want skinned.

02:05

It's important to add that we can always add or remove

02:08

joints later in the rigging process if we need to.

02:11

So what we're doing now isn't setting stone.

02:15

What I would recommend doing now is storing these joints in a selection set.

02:20

Go to create sets,

02:22

quick selection set.

02:25

Let's give it a name,

02:26

bind underscore joints.

02:29

What we can do now is create the set

02:32

or alternatively create a button on the shelf which will select these joints for us

02:37

for now, just click OK. To create a new set,

02:40

you can see the set down here.

02:42

All I need to do now is right. Click on it and choose select set members

02:47

that will quickly select those joints again.

02:52

If we open it up, you can see all the joints inside the set here.

02:57

So when it comes to rigging,

02:58

you may find that you need to detach and reattach the

03:01

model a few times as you're testing how it deforms.

03:04

This could be to add extra features to the regulator or fix bugs.

03:09

So it can be useful to have the ability to quickly select these joints.

03:14

It may not be such an issue on something like this.

03:16

But if you're working on a high end rig with a lot more joints, it can be a lifesaver.

Video transcript

00:04

So what we need is for the model to follow the skeleton.

00:07

So it can deform and be animated and then eventually exported and used in game.

00:13

A quick way to get back into the main pose is to

00:16

right click on the skeleton and go to a soon preferred angle.

00:20

This will only reset the rotations though.

00:23

So remember at this stage to not adjust the translations on any of the joints.

00:28

Even though we have this full skeleton,

00:30

we don't want every joint to affect the model.

00:33

Some of the joints are here to simply help the others deform the correct way

00:38

you have to remember that this is a real time asset.

00:41

So we have to be economical with what we use.

00:44

The more joints that affect the model, the bigger the impact is on the engine

00:49

plus, there is no point having a joint skinned when it does nothing to the model.

00:54

OK, let's open the hierarchy and take a look

00:58

and we can select all the joints quickly by going to select hierarchy.

01:04

Now deselect the root joint.

01:07

This is used by the engine but not the model. So this doesn't need to be skinned

01:12

I'm also going to remove the cog joint from the selection.

01:16

We already have another joint in the same place here, the pelvis joint.

01:21

So that will control the model.

01:24

Next. Remove the upper arm joints from the selection.

01:28

Again, we don't need these skinned because we added the extra twist joints here,

01:32

which will control the shoulder area for us.

01:36

We can now also remove the hand twist joint too.

01:40

Ok, let's deselect the opposite side,

01:43

the upper arm and the hand,

01:47

we can do the same with the legs.

01:49

So, remove the thigh joints

01:53

and the foot twist joints.

02:00

There we go.

02:02

So those are the only joints we want skinned.

02:05

It's important to add that we can always add or remove

02:08

joints later in the rigging process if we need to.

02:11

So what we're doing now isn't setting stone.

02:15

What I would recommend doing now is storing these joints in a selection set.

02:20

Go to create sets,

02:22

quick selection set.

02:25

Let's give it a name,

02:26

bind underscore joints.

02:29

What we can do now is create the set

02:32

or alternatively create a button on the shelf which will select these joints for us

02:37

for now, just click OK. To create a new set,

02:40

you can see the set down here.

02:42

All I need to do now is right. Click on it and choose select set members

02:47

that will quickly select those joints again.

02:52

If we open it up, you can see all the joints inside the set here.

02:57

So when it comes to rigging,

02:58

you may find that you need to detach and reattach the

03:01

model a few times as you're testing how it deforms.

03:04

This could be to add extra features to the regulator or fix bugs.

03:09

So it can be useful to have the ability to quickly select these joints.

03:14

It may not be such an issue on something like this.

03:16

But if you're working on a high end rig with a lot more joints, it can be a lifesaver.

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