pymel.core.animation.bindSkin

bindSkin(*args, **kwargs)

This command binds the currently selected objects to the currently selected skeletons. Shapes which can be bound are: meshes, nurbs curves, nurbs surfaces, lattices, subdivision surfaces, and API shapes. Multiple shapes and multiple skeletons can be bound at once by selecting them or specifying them on the command line. Selection order is not important.The skin is bound using the so-called rigidbind, in which the components are rigidly attached to the closest bone in the skeleton. Flexors can later be added to the skeleton to smooth out the skinning around joints.The skin(s) can be bound either to the entire skeleton hierarchy of the selected joint(s), or to only the selected joints. The entire hierarchy is the default. The -tsb/-toSelectedBones flag allows binding to only the selected bones.This command can also be used to detach the skin from the skeleton. Detaching the skin is useful in a variety of situations, such as: inserting additional bones, deleting bones, changing the bind position of the skeleton or skin, or simply getting rid of the skinning nodes altogether. The options to use when detaching the skin depend on how much of the skinning info you want to get rid of. Namely: (1) -delete or -unbind: remove all skinning nodes, (2) -unbindKeepHistory: remove the skinning sets, but keep the weights, (3) -disable: disable the skinning but keep the skinning sets and the weights.

Flags:
  • byClosestPoint : bcp (bool) [create]

    bind each point in the object to the segment closest to the point. The byClosestPoint and byPartition flags are mutually exclusive. The byClosestPoint flag is the default.

  • byPartition : bp (bool) [create]

    bind each group in the partition to the segment closest to the group’s centroid. A partition must be specified with the -p/-partition flag

  • colorJoints : cj (bool) [create]

    In bind mode, this flag assigns colors to the joints based on the colors assigned to the joint’s skin set. In delete and unlock mode, this flag removes the colors from joints that are no longer bound as skin. In disable and unbindKeepHistory mode, this flag does nothing.

  • delete : d (bool) [create]

    Detach the skin on the selected skeletons and remove all bind- related construction history.

  • doNotDescend : dnd (bool) [create]

    Do not descend to shapes that are parented below the selected object(s). Bind only the selected objects.

  • enable : en (bool) [create]

    Enable or disable a bind that has been disabled on the selected skeletons. To enable the bind on selected bones only, select the bones and use the -tsb flag with the -en flag. This flag is used when you want to temporarily disable the bind without losing the set information or the weight information of the skinning, for example if you want to modify the bindPose.

  • name : n (unicode) [create]

    This flag is obsolete. Flag can have multiple arguments, passed either as a tuple or a list.

  • partition : p (unicode) [create]

    Specify a partition to bind by. This is only valid when used with the -bp/-byPartition flag.

  • toAll : ta (bool) [create]

    objects will be bound to the entire selected skeletons. Even bones with zero influence will be bound, whereas the toSkeleton will only bind non-zero influences.

  • toSelectedBones : tsb (bool) [create]

    objects will be bound to the selected bones only.

  • toSkeleton : ts (bool) [create]

    objects will be bound to the selected skeletons. The toSkeleton, toAll and toSelectedBones flags are mutually exclusive. The toSkeleton flag is the default.

  • unbind : ub (bool) [create]

    unbind the selected objects. They will no longer move with the skeleton. Any bindSkin history that is no longer used will be deleted.

  • unbindKeepHistory : ubk (bool) [create]

    unbind the selected objects. They will no longer move with the skeleton. However, existing weights on the skin will be kept for use the next time the skin is bound. This option is appropriate if you want to modify the skeleton without losing the weighting information on the skin.

  • unlock : ul (bool) [create]

    unlock the selected objects. Since bindSkin will no longer give normal results if bound objects are moved away from the skeleton, bindSkin locks translate, rotate and scale. This command unlocks the selected objects translate, rotate and scale.

Derived from mel command maya.cmds.bindSkin

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