ABSTRACT

Skinning is the process of making the whole mesh move along with the skeletons by assigning how much each vertex will move with a joint or joints. Skinning in Maya has changed many times over the years, especially in 2011 and again in 2016. Version 2011 introduced the concept of interactive skinning. In the binding skin window there are many options for bind methods: closest distance; closest in hierarchy; heat map; and geodesic Voxel. If one have a joint selected, and not the geometry, they will not see the black and white skinning representation that they want to see. A great way to get a good look and feel of stretching skin is to add in just the smallest of influence in fleshy areas. When the rig file has been updated with new skin, the animator can update their reference pointer to the rig file.