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cMuscleWeightPrune
Maya Muscle
Muscle > Muscles/Bones > Muscle Creator
User Guide
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Rigging
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Maya Muscle
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Muscle Menu
Topics in this section
Muscle > Muscles/Bones > Muscle Creator
Muscle > Muscles/Bones > Convert Surface to Muscle/Bone
Muscle > Muscles/Bones > Make Capsule
Muscle > Muscles/Bones > Make Capsule with End Locator
Muscle > Muscles/Bones > Add End Locator to Capsule
Muscle > Muscles/Bones > Generate Polygon Cylinders from Capsules
Muscle > Muscles/Bones > Delete Muscle Jiggle Cache
Muscle > Muscles/Bones > Fix Invalid Muscle Object nodes
Muscle > Muscles/Bones > Setup Master Muscle Control
Muscle > Simple Muscles > Muscle Builder
Muscle > Simple Muscles > Set Muscle Parameters
Muscle > Simple Muscles > Apply Muscle Spline Deformer
Muscle > Simple Muscles > Custom Muscle Shapes
Muscle > Simple Muscles > Reset Base Pose for Muscle Spline Deformer
Muscle > Simple Muscles > Apply Muscle Stretch Deformer
Muscle > Skin Setup > Apply Muscle System Skin Deformer
Muscle > Skin Setup > Convert Maya Skin to Muscle System
Muscle > Skin Setup > Re-Initialize Setup Data on Muscle System
Muscle > Skin Setup > Bind Fat on Muscle System
Muscle > Skin Setup > Auto-Fix Invalid Sticky Bind Points
Muscle > Skin Setup > Auto-Fix Deleted/Missing Muscles
Muscle > Skin Setup > Safe Delete History
Muscle > Skin Setup > Disconnect all Muscle Objects
Muscle > Skin Setup > Disconnect all Muscle Directions
Muscle > Skin Setup > Disconnect all Muscle Displaces
Muscle > Skin Setup > Disconnect all Smart Collides
Muscle > Skin Setup > Setup for Relative Sticky Deformation
Muscle > Skin Setup > Set Selected Bones/Muscles as Not Relative
Muscle > Skin Setup > Set Selected Bones/Muscles as Relative
Muscle > Muscle Objects > Connect selected Muscle Objects
Muscle > Muscle Objects > Disconnect selected Muscle Objects
Muscle > Muscle Objects > Reset Base Pose for selected Muscle Objects
Muscle > Muscle Objects > Delete selected Muscle
Muscle > Muscle Objects > Create Base for selected Muscle Objects
Muscle > Muscle Objects > Re-Bind Sticky for selected Muscle Objects
Muscle > Muscle Objects > Visualize Sticky Bind Distance for selected Muscle Objects
Muscle > Paint Muscle Weights
Muscle > Weighting > Apply Default Weights
Muscle > Weighting > Load/Save Weights
Muscle > Weighting > Mirror Weights
Muscle > Weighting > Transfer Weights
Muscle > Weighting > Prune Weights
Muscle > Direction > Make Muscle Direction
Muscle > Direction > Connect selected Muscle Directions
Muscle > Direction > Disconnect selected Muscle Directions
Muscle > Displace > Create Muscle Displace
Muscle > Displace > Connect selected Muscle Displace nodes
Muscle > Displace > Disconnect selected Muscle Displace nodes
Muscle > Displace > Connect NURBS Curve to Muscle Displace
Muscle > Displace > Disconnect NURBS Curve from Muscle Displace
Muscle > Displace > Create Maya Muscle Shader Network
Muscle > Displace > Create Mental Ray mib_cMuscleShader Network
Muscle > Smart Collision > Create Muscle Smart Collide
Muscle > Smart Collision > Connect selected Muscle Smart Collide nodes
Muscle > Smart Collision > Disconnect selected Muscle Smart Collide nodes
Muscle > Self/Multi Collision > Self Collision Grouping
Muscle > Self/Multi Collision > Apply Muscle Multi Collide Deformer
Muscle > Self/Multi Collision > Rig selection for KeepOut
Muscle > Self/Multi Collision > Connect Muscles to KeepOut
Muscle > Self/Multi Collision > Disconnect Muscles from KeepOut
Muscle > Caching > Set Location of Cache File
Muscle > Caching > Create Cache
Muscle > Caching > Delete Node Cache
Muscle > Caching > Delete Per-Point Skin Jiggle Cache
Muscle > Selection > Select connected muscleObjects from selected muscleSystems
Muscle > Selection > Select connected muscleDirections from selected muscleSystems
Muscle > Selection > Select connected muscleSystems from selected muscleObjects
Muscle > Selection > Select connected muscleSystems from selected muscleDirections
Muscle > Bonus Rigging > Create Muscle Spline
Muscle > Bonus Rigging > Surface Attach
Muscle > Bonus Rigging > Fix Surface Attach to allow for Poly Smooth