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 Post subject: Skinning a new mod
PostPosted: Fri Mar 09, 2012 5:01 am 
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Joined: Fri Mar 09, 2012 4:43 am
Posts: 3
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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 Post subject: Re: Skinning a new mod
PostPosted: Tue Mar 13, 2012 8:19 am 
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Joined: Thu Jul 21, 2011 12:51 pm
Posts: 437
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");
}


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 Post subject: Re: Skinning a new mod
PostPosted: Thu Jul 12, 2012 9:44 pm 
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Joined: Sat Dec 10, 2011 1:03 am
Posts: 4
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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