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Home: Autodesk Maya Online Help
Using smooth skin influence objects
Editing smooth skin
Rigid Skinning
Swapping bound geometry with unbound geometry
You can switch an unbound piece of geometry
with your character’s bound geometry and transfer all your smooth
skin’s weights to it with the Substitute Geometry menu
item.
Substitute Geometry lets the
various stakeholders in your production pipeline (like modelers,
technical directors, and animators) work on the same character at
the same time without having to redo the character’s skin weights
multiple times.
Substitute Geometry is located
in Edit Smooth Skin section of
the Skin menu (
Skin > Edit Smooth Skin > Substitute Geometry).
NoteWhen 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.
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.