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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.