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Smooth Skin Attributes

Skinning Method

Specify which skinning method you want to use for the selected deformable object. See also Smooth skinning methods for more information.

Classic Linear

Sets the object to use classic linear skinning. Use this mode if you want basic smooth skin deformation effects, the same as in previous versions of Maya. This mode allows some volume shrinking and collapse deformation effects to occur.

When a mesh is set to linear skinning, it can lose volume in areas where it is influenced by a joint that is twisting on its axis.

Dual Quaternion

Sets the object to use dual quaternion skinning. Use this method if you’re concerned with preserving volume in the mesh as it deforms around joints that twist.

When a mesh is set to use dual quaternion skinning, volume is preserved even as it is influenced by a joint twisting on its axis.

Weight Blended

Sets the object to use a blend of classic linear and dual quaternion skinning, based on a per-vertex weight map that you paint. See Blend smooth skinning methods.

Use Components

Specifies whether changes to the components of smooth skin influence objects can change their deformation effects on smooth skin objects. If Use Components is off (the default), changes to components do not change the deformation effect. If Use Components is on, changes to components can change the deformation effect.

For example, if your smooth skin influence objects are NURBS surfaces and Use Components is on, moving the influence object CVs can change the deformation effect.

Alternatively, if your smooth skin influence objects are polygonal surfaces (meshes), setting Use Components on makes it possible for changes to individual polygons to in turn deform skin. Otherwise, with Use Components off, the entire shape of the influence object influences the skin but changes to individual polygons can not influence the skin.

Use Components is off by default.

Deform User Normals

When on, the normals of the smooth skinned geometry deform with the skin if the skin has user-defined custom normals. If the skin does not have user-defined custom normals, turning on this option will have no affect. Deform User Normals is on by default.

You can turn this option off to make the skin evaluate faster. For example, if you are animating a skeleton or viewing your character’s skin in wireframe mode, then you do not need the skin normals to deform.

Maintain Max Influences

When on, your smooth skinned geometry cannot have, at any time, a number of influences greater than that specified by Max Influences.

For example, if Max Influences is set to 3, and you paint or set weights for a fourth joint, one of the weights of the other three joints is set to 0 to maintain the total number of weighted influences specified by Max Influences.

This limits the redistribution of weights to a specific number of influences, and ensures that the primary joints are the ones that receive the weights.

Note

If you turn on Maintain Max Influences in the Attribute Editor, the skin weights are not modified until you reassign them by clicking Update Weights.

Max Influences

Specifies the number of joints that can influence each skin point on your smooth skin geometry. Default is 5, which produces good smooth skinning results for most characters. You can also limit the range of joint influence by specifying a Dropoff Rate.

Update Weights

Click to update your smooth skin weighting using the value specified in the Max Influences field. For example, if you change the Max Influence from 2 to 4, each skin point will now be influenced by a maximum of 4 joints rather than the previous 2.

Normalize Weights mode

This drop-down list lets you set how you want smooth skin weights normalized. These options can help you avoid letting the normalization process unintentionally set small weight values across many vertices.

Select from the following options:

None

Select to turn off smooth skin weight normalization.

Warning

Be aware that this option lets you create weights of greater than one or less than one, which can allow vertices to move too much or too little as you exercise the character.

Interactive

Select this mode if you want the weight value you enter to be used exactly. When you use this mode, Maya adds or removes weights from other influences in order to make the total weights on all influences add up to 1.0.

For example, if you change a weight from 1.0 to 0.5, Maya distributes the remaining 0.5 amongst neighboring influences. This mode replicates the normalization process in previous versions of Maya.

Post

This is the default. When Post mode is active, Maya defers normalization calculations until you deform the mesh. This lets you continue painting weights or adjusting interactive bind manipulators without having the normalization process change your previous skin weighting work.

Selecting this mode lets you paint or change weights without affecting the weights for other influences, and still have the skin normalization occur when you deform the mesh.

Note

Weight values do not always add up to 1 when you use Post normalization mode, but the mesh still deforms with normalized weight values.

If you use interactive skin binding, this mode is automatically selected for you. (See Interactive bind for smooth skinning.) As a result, for interactive binding, weights are not normalized until you deform the mesh.

For more information on skin weight normalization, see Smooth skin weight normalization and Set normalization mode and normalize weights.