Maya tutorial:Skirt rigging
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 Published On Jun 9, 2024

Video Summary
#### Create Skeleton
1. **New File**:
- Open a new file to create the skeleton of the skirt.
2. **Create Joints**:
- First make sure to create it below the root joint.
- The upper part will be affected by the body, so it is easier to create.
- Select the skirt object and make sure the joints are attached to the surface of the skirt.
3. **Create Joints in Front View**:
- Create joints in the front view, and simply demonstrate the creation of two joints.
- Explain that the number of joints does not need to be too many.
- Delete interference items for easy observation.

#### Adjust Joint Axis
1. **Check Joint Axis**:
- Make sure the y axis is perpendicular to the surface.
- Explain that if the axis is inconsistent, it will affect the normal operation of the expression.
2. **Manual Correction**:
- Manually adjust the inaccuracies to make sure the y axis is perpendicular to the surface.
3. **Bind Joints**:
- Select the created joints and bind them to the root joint.

#### Create controller
1. **Create controller**:
- Create controller similar to the previous tutorial, repeat the operation.
- Delete history, freeze transformation, name.
2. **Adsorb controller to joint**:
- Adsorb controller to joint and ensure the position is correct.
3. **Establish parent-child relationship**:
- Ensure the axis is consistent to avoid impact.
#### Check and constrain
1. **Check controller and joint axis**:
- Check if the axis is correct.
- Complete the remaining parent-child relationship processing.
2. **Test effect**:
- Test if the constraint is valid and enter object mode.
- Make sure there is no problem.
#### Final steps
1. **Master controller**:
- Create a master controller for the skirt to facilitate the selection of sub-controllers.
- Delete history, freeze transformation, group, name.
2. **Constrain master controller**:
- Use the root joint to constrain the master controller to ensure the movement effect.
3. **Bind skirt**:
- Select the main joint and skirt and perform skin binding.
- Make sure to select "selected joints" for binding.
4. **Fix weights**:
- Manually fix the weights to make sure the upper part is correct.

Conclusion
- The whole process involves creating and adjusting joints, creating controllers, establishing parent-child relationships, checking axes and constraints, and finally binding and correcting weights.
- The video explains in detail every step of binding a skirt in Maya, from basic operations to advanced adjustments to ensure the final effect is correct.

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