Skinning a new mod

Discuss anything related to user mods of the Malcolm Rig
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AlexKS
Posts: 3
Joined: Fri Mar 09, 2012 4:43 am

Skinning a new mod

Post by AlexKS » Fri Mar 09, 2012 5:01 am

Hi,

I'm looking to use the Malcom rig for the first time for this months 11 second club competition. It looks great and I can't wait to get started, so thanks for making it free!

I'm using Maya and I've modelled a new tuxedo mesh and was looking at what joints to skin it to.

Is there an easy way to select all these joints?

I noticed there is an 'armSkinning1' selection set which looks to contain the relevant joints for the hands,arms and possibly the whole upper body, is this correct? How about for the lower body. My modification is just clothing so I'm leaving the head alone.

Is there an easy way to select the joints I should be skinning to?

Thanks Again,
Alex

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admin
Site Admin
Posts: 457
Joined: Thu Jul 21, 2011 12:51 pm

Re: Skinning a new mod

Post by admin » Tue Mar 13, 2012 8:19 am

You can select any piece of skinned geometery and run this script to get the influences:

string $skinClusterMesh[];
$skinClusterMesh = `ls -sl`;
string $skinCluster = findRelatedSkinCluster($skinClusterMesh[0]);

string $influence[] = `skinCluster -q -inf $skinCluster`;

for($i = 0; $i < size($influence);$i++) {
select -add $influence[$i];
print ($influence[$i]+",\n");
}

luke_niklaus
Posts: 3
Joined: Sat Dec 10, 2011 1:03 am

Re: Skinning a new mod

Post by luke_niklaus » Thu Jul 12, 2012 9:44 pm

How about using a simple wrap deformer? Ive tried it and it works great...

Just duplicate the geo, then model your heart out.

Then select first your model, then the rigs geo go to "create deformers" - "wrap" bam... works perfectly... at least for me... :-)


But it would be cool to see how someone actually adjusts the face...

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