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Home: Autodesk Maya Online Help
Copy smooth skin weights
Edit smooth skinning
Reset skin point weights to default weights
Replace bound geometry with a piece of unbound geometry
If the unbound geometry you want to replace
the skin (bound geometry) with has been freeze transformed to a
different scale and translation than the skin, then do the following
steps to prepare your geometry for substitution.
To
prepare freeze transformed geometry for substitution
- Select
the skin’s skeleton, and then select
Skin > Go To Bind Pose.
- Select
the unbound geometry, and set its Translate and Rotate
XYZ values to 0 0 0 and its Scale XYZ values
to 1 1 1.
The skin and unbound geometry should now be
roughly at the same position in XYZ space. If they are not at the
same positions, you need to move the unbound geometry so that it
appears to be on top of the skin in your scene view.
- Select
the unbound geometry, and then select
Modify
> Freeze Transformations.
You can now move the unbound geometry or skin
where ever you want or scale them, and the Substitute
Geometry operation will produce desirable results.
To
switch your character’s bound geometry with another piece of unbound geometry
- Select
your character’s bound geometry or skin.
- -click
the polygonal object that you want to swap with the selected skin.
Note
- When
the piece of unbound geometry you want to swap is the duplicate of
a skin (bound geometry), then Substitute Geometry will
only produce valid results if the skin’s skeleton was at its bind
pose when it was duplicated.
- The
unbound and bound pieces of geometry do not have to overlap during
the Substitute Geometry operation,
but for the operation to produce desirable results, the unbound
and bound pieces of geometry need to have been created at the same
XYZ position and size.
- Select
Skin > Edit Smooth Skin > Substitute Geometry.
- The
selected piece of unbound geometry moves and rotates to the position
of your character’s bound geometry.
- A duplicate
of the bound geometry’s skeleton is created for the unbound piece
of geometry and the skin weights from the original piece of bound geometry
are transferred to the unbound geometry. Also, the new skin is given
the name of the old skin to maintain any of the old skin’s connections.
- By
default, the original skin is deleted and the unbound piece of geometry becomes
your character’s new skin. If you retained (Retain old skin option)
the old piece of bound geometry, it is given the suffix 1.
NoteTo abort the
Substitute Geometry operation,
press the
key.
All actions taken thus far are undone and your
character is returned to its original state.
Limitations
- Does not allow
you to swap pieces of bound geometry.
- Does
not support modeling operations after the skin in the bound geometry’s
history. All modeling nodes between the skin and the bound geometry’s
shape node must be removed before substituting geometry.
- Does
not support subdivision surfaces.
- Does
not work with surfaces that have blend shapes.
- Vertices
on the new skin that are some distance from the original piece of bound
geometry may not map well and may require re-weighting. You can
improve your weighting results by using the Re-weighting
Distance Tolerance perimeter in the Substitute
Geometry Options window.