More easily enter the specific amount you want to bend a deformable object using the updated Curvature attribute on the bend deformer node and in the Create Bend Deformer Options (Create Deformers > Nonlinear > Bend > ). You can now enter the Curvature value in degrees (from -230 to 230) instead of radians. See also Create a bend deformer, Edit bend nonlinear deformers.
A new Weight Distribution attribute on the skinCluster node and in the Smooth Bind Options can help to prevent the spread of potentially undesirable weights as you paint weights with the default Interactive normalization mode.
When you paint weights with Interactive normalization, Maya normalizes weight values so that the vertex weights still add up to 1.0. When possible, weights are scaled based on their existing value. In cases where all the available, unlocked weights are zero, the Weight Distribution setting determines how new weights are created during normalization.
By default, the Distance setting means that Maya calculates new weights based on the distance of the vertex from the various influences to which it is skinned. Set to Neighbors to restrict the influences to which normalized weight values can spread, calculating new weights based on the influences that affect the surrounding vertices.
Minor updates in the Paint Skin Weights Tool make it easier to lock the influences you want to protect from having their weights changed as you work. See Lock smooth skin weights and Paint Skin Weights Tool for updated information.
You can now add an entire HumanIK Control rig to a new animation layer using the Create Layer from Selected icon in the Animation Layer Editor. This functionality replaces the Add to AnimLayer menu item in the Character Controls menu button.
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