you create a skeleton, you bind it with the character’s surface
so that the surfaces move with the skeleton during animation. Binding
is also called skinning, and a character’s surface after binding
is called a skin.
It is important that
the character’s skin deforms naturally as the skeleton moves. Near
joints, the skin bulges or indents when you rotate the joints.
In Maya, the skin deforms
because the surface’s vertices (or CVs) move in response to the
rotation of adjacent joints. The vertices are known as skin points.
This is useful for animating elbows, shoulders, necks, and so on.
By default, the influence
a joint has on a skin point’s movement depends on how close it is
to that joint. You can edit skin point weighting to change the default
In this lesson you learn
- Bind a skeleton using a smooth bind technique.
- View and modify skin weights using the Paint
Skin Weights Tool.
- Use influence objects to enhance the
skin deformation of a character.