maya character setup (487pgs)
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CHARACTER SETUP
VERSIO N 4
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ALIAS|WAVEFRONT s 210 KING STREET EAST s TORONTO, CANADA M5A 1J7
CHARACTER SETUP 2001, Alias|Wavefront, a division of Silicon Graphics Limited.Printed in U S A. All rights reserved.
Maya 4 Documentation Team: Steven Brooks, Susan-Belle Ferguson, Lisa Ford, Claude Macri, SusanPark, Diane Ramey, and Linda Rose.
Alias is a registered trademark and Alias|Wavefront, the Alias|Wavefront logo, Conductors, Dispatcher,
Trax, Wavefront IPR, VizPaint2D, and ZaP!iT are trademarks of Alias|Wavefront, a division of Silicon
Graphics Limited. Maya is a registered trademark and Maya Artisan, Maya Builder, Maya Cloth, Maya
Complete, Maya Fur, Maya F/X, Maya Invigorator, Maya Invigorator Lite Edition, Maya Live, Maya PaintEffects, Maya Real Time SDK,and Maya Unlimited are trademarks of Silicon Graphics, Inc., used
exclusively by Alias|Wavefront, a division of Silicon Graphics Limited. IRIX and Silicon Graphics are
registered trademarks and SGI is a trademark of Silicon Graphics, Inc.Wacom is a trademark of Wacom Co., Ltd.
NVidia is a registered trademark and Gforce is a trademark of NVidia Corporation.
Inferno and Flame are registered trademarks of Discreet Logic Inc.
Linux is a registered trademark of Linus Torvalds.
Red Hat is a registered trademark of Red Hat, Inc. Microsoft, Windows NT, and Windows 2000 are
trademarks of Microsoft Corporation in the United States and/or other countries.
UNIX is a registered trademark, licensed exclusively through X/Open Company, Ltd.
All other product names mentioned are trademarks or registered trademarks of their respective owners.
Graph Layout Toolkit, 1992-1996 Tom Sawyer Software, Berkeley, California. All Rights Reserved.
This document contains proprietary and confidential information of Alias|Wavefront, a division of Silicon
Graphics Limited, and is protected by Federal copyright law. The contents of this document may not be
disclosed to third parties, translated, copied, or duplicated in any form, in whole or in part, or by anymeans, electronic, mechanical, photocopying, recording or otherwise, without the express written
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The information contained in this document is subject to change without notice. Neither Alias|Wavefront, a
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responsible for punitive or multiple damages or lost profits or other special, direct, indirect, incidental, orconsequential damages including any damages resulting from loss of business arising out of or resulting
from the use of this material, or for technical or editorial omissions made in this document.
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CONTENTSPart 1
Pa rt 1 Chara cter Setup a nd Ma ya
1 INTRODUCING CHARAC TER SETUP 29
Unde rstanding cha ra cte r setup 30
How to use this book 31
2 CHARACTER SETUP FEATURES 33
Using de forme rs 34
Using skeletons 35
Skinning 36
Using constraints 36
Using cha ra c ter sets 37
Part 2
Pa rt 2 Deforme rs
3 INTRODUCING DEFORMERS 41
Understanding deformers 41
Deformab le ob jec ts, po ints, and sets 42Nodes, history, and the deformation order 43
Deformer placement 44
Editing d eforme r se t me mbership 46
Ed iting d efo rmer sets with Rela tionship Ed itor 46
Providing exclusive deformer set membership 46
Ed iting d efo rmer set me mb ership w ith Ed it Mem b ership Too l 46
Painting deformer set membership 47
Pruning deformer set membership 48
Point twea king on objec tsb eing de forme d 49
Displaying and hiding intermediate objects 50
Changing an objec ts deforma tion order 50
Showing and hiding all deformers 51
Changing e valuation p erforma nce 51
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CONTENTS
Changing d eforme r pe rforma nce settings 51
Editing a dvanc ed deforme r crea tion options 52
Editing pa ra llel b lender cha nnels 52
Crea ting shea ring effec ts with shea r cha nnels 53
Modeling with deformers 53
Setup and animation with deformers 54
Editing node be havior to improve pe rforma nce 54
Understanding node behavior attributes 54
Editing nod e be havior 55
4 USING BLEND SHAPE DEFORMERS 57
Understanding blend shape deformers 57
Target a nd ba se o bjec ts 58Targe t shap es, ba se shap es, and blend shap es 58
Ta rge ts 58
Related MEL c omm and s 58
Dependenc y g raph nodes 59
Crea ting blend shape de forme rs 59
Setting c rea tion op tions 59
Creating a blend shape deformer 61
Editing blend shape deformation effects 61
Using the Blend Sha p e e d itor 61Cha nging Blend Shap e ed itor slide r orienta tion 62
Ed iting blend shap e d eformer cha nnels 62
Ed iting b lend sha pe d eformer attribute s 63
Sc aling influenc e o f a ll targe ts 64
Matching position, rotation, and scaling of targets 64
Blend ing ob jects with different topo log ies 64
Deleting a targets object 65
Setting ta rge t w eights 65
Setting keys for blend sha pe s 66
Saving a b lend shap e a s a new target 66
Selecting a blend shap e d eformer nod e 67
Creating a new blend shape deformer 67
Adding target object shapes 67
Setting ad d op tions 67
Adding a target object shape 68
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Rem oving ta rge t objec t shape s 69
Setting remo ve o ptions 69
Removing a target shape 69
Swa pping target objec t shape s 70
Setting swa p op tions 70
Swa pp ing tw o ta rge t shap es 70
Deleting blend shape deformers 70
5 USING LATTICE DEFORMERS 73
Unde rstanding lattice de formers 73
Lattices 73
Influence lattice and base lattice 73
Latt ices as deformab le o bjects 74
Lattice deformersand lattice flexors 74
Related MEL c omm and s 74
Dependenc y g raph nodes 74
Creating lattice deformers 74
Setting c rea tion op tions 75
Crea ting a lattice d eformer 76
Editing lattic e de forma tion effec ts 76
Editing the influence lattice 77
Ed iting la ttic e d eformer cha nnels 77
Ed iting lattice d eformer attribute s 78
Ed iting influenc e lattice shap e c hanne ls 79
Editing influence lattice shape attributes 79
Resetting influence lattice shape and location 80
Resetting influence lattice pointsand removing tweaks 80
Editing lattice deformer sets 80
Pruning lattice deformer sets 81
Changing influence lattice resolution 81
Tog gling lattice sha pe ha nd le (L ic on) 81
Turning o n o r off d ispla y o f lattice p oints 82
Show ing a nd hiding a ll la ttic e d eformers 82Weighting lattice pointsto alter their influence 82
Sc ulp ting the influenc e lattice 82
Free zing the lat tic e d eforma tion ma pp ing 82
Ed iting the b ase lattice 84
Grouping b ase a nd influenc e lattices 84
Parenting latticesto objectsbeing deformed 84
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CONTENTS
Deforming a lattice with other deformers 84
Assuring a smo oth de formation through the b ase la ttic e 85
Improving performance 85
Changing lattice resolution performance settings 85
Deleting lattice deformers 85
Skinning with lattice deformers 86
6 USING CLUSTER DEFORMERS 87
Unde rstanding cluster de forme rs 87
Related MEL c omm and s 87
Dependenc y g raph nodes 88
Crea ting cluster de forme rs 88
Setting c rea tion op tions 88
Creating a cluster deformer 89
Editing c luster de formation e ffec ts 89
Manipulating the cluster handle (C icon) 89
Ed iting c luster d eformer c hanne ls 90
Editing cluster attributes 90
Ed iting c luste r de forme r sets 91
Pruning c luster d efo rme r sets 91
Editing cluster weights 92
Painting cluster weights 93
Adjusting jiggle weight by painting 99
Set ting the c luster rela tive to the p a rent t ra nsform 102
Controlling the deformation percentage of the entire cluster 102
Using weighted nodes 102
Setting the loc a tion of the c luster hand le 102
Dele ting cluster de forme rs 102
7 USING JIGGLE DEFORMERS 105
Creating Jiggle deformers 105
Setting jigg le c rea tion op tions 106
Editing jiggle attributes 106
Adjusting jiggle weight by painting 107
Using disk cache for jiggle animation 107
8 USING BEND NONLINEAR DEFORMERS 111
Understanding bend deformers 111
Related MEL co mma nds 111
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Dependency graph nodes 112
Crea ting b end de forme rs 112
Setting c rea tion op tions 112
Creating a bend deformer 113
Editing bend deformation effects 113Manipulating bend deformer handles 114
Editing be nd de former c hannels 114
Ed iting be nd d eformer attrib utes 115
Deleting a bend deformer 116
9 USING FLARE NONLINEAR DEFORMERS 117
Understanding flare deformers 117
Related MEL co mma nds 117
Dependenc y g raph nodes 118
Creating flare deformers 118
Setting c rea tion op tions 118
Crea ting a flare d eformer 119
Editing flare deformation effects 120
Manipulating flare deformer handles 120
Ed iting flare d eformer c ha nnels 121
Ed iting flare d eformer a ttrib utes 122
Deleting flare deformers 123
10 USING SINE NONLINEAR DEFORMERS 125
Understanding sine deformers 125
Related MEL co mma nds 125
Dependenc y g raph nodes 125
Creating sine deformers 126
Setting c rea tion op tions 126
Creating a sine deformer 127
Editing sine deformation effects 127
Manipulating sine deformer handles 128
Editing sine deformer channels 129
Editing sine deformer attributes 129
Deleting sine de forme rs 130
11 USING SQUASH NONLINEAR DEFORMERS 131
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Understanding squash deformers 131
Related MEL c omm and s 131
Dependency graph nodes 131
Creating squash deformers 132
Setting c rea tion op tions 132
Creating a squash deformer 133
Editing squash deformation effects 133
Manipulating squash deformer handles 134
Ed iting squa sh d eformer c ha nnels 135
Editing squash deformer attributes 135
Deleting squa sh de formers 136
Examples 137
Sq ua shing a sp here on to the ground 137
Bounc ing b all setup 139
12 USING TWIST NONLINEAR DEFORMERS 143
Understanding twist deformers 143
Related MEL co mma nds 143
Dependenc y g raph nodes 143
Creating twist deformers 144
Setting c rea tion op tions 144
Creating a twist deformer 145
Editing twist deformation effects 145
Manipulating twist deformer handles 145
Ed iting tw ist de former c hanne ls 146
Editing twist deformer attributes 147
Deleting twist deformers 148
Example 148
Sp ira l sta irc a se mo d eling 148
13 USING WAVE NONLINEAR DEFORMERS 149
Understanding wave deformers 149
Related MEL co mma nds 149
Dependenc y g raph nodes 149
Creating wave deformers 150
Setting c rea tion op tions 150
Creating a wave deformer 151
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Editing wave deformation effects 151
Manipulating wave deformer handles 151
Editing wa ve de former c hannels 152
Ed iting wa ve d eformer attrib utes 153
Deleting wa ve deforme rs 154
Example 154
Ripp le an ima tion 154
14 USING SCULPT DEFORMERS 159
Understanding sculpt deformers 159
Sc ulp t sp he re 159
Flip mode 159
Project mod e 160
Stretc h m od e 160
Related MEL co mma nds 160
Dependency graph nodes 160
Creating sculpt deformers 161
Setting c rea tion op tions 161
Crea ting a sculpt d eformer 162
Editing sculpt deformation effects 162
Ma nipula ting the sc ulpt sp here 162
Manipulating the stretch origin locator 163
Ed iting sc ulp t d eformer c hanne ls 163
Ed iting sc ulp t de former attribute s 164
Editing sculpt deformer sets 165
Pruning sculpt deformer sets 165
Dele ting sculpt d eformers 165
15 USING WIRE DEFORMERS 167
Quick start 167
Understanding wire deformers 170
Influence wiresand base wires 170
Holders 170
Wire dropoff locators 171
Related MEL c omm and s 171
Dependency graph nodes 171
Creating wire deformers 171
Sp ec ifying Wire Too ls to ol sett ings 172
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Creating a wire deformer without holders 173
Creating a wire deformer with holders 174
Editing wire deformation effects 175
Moving, rotating, and scaling influence wires 175
Moving, rota ting, and sc aling d eforma ble ob jec ts 175
Ed iting the shap e of influenc e wires 175
Moving, rotating, and scaling base wires 175
Adding influence wires 176
Rem oving influenc e wires 176
Controlling the effectsof crossed influence wires 176
Resetting influence wires 177
Crea ting w ires groups that p arent influenc e w ires to b ase w ires 177
Ed iting w ire d eformer c hanne ls 177
Editing wire deformer attributes 178
Using wire dropoff locatorsfor localized deformation effects 180
Smoo thing jag ged effects 182
Limiting the wire de formation reg ion 182
Adding and removing holders 182
Moving, rotating, sc aling holde rs 183
Ed iting the shap e o f holde rs 183
Editing wire deformer sets 183
Pruning wire deformer sets 183
Deleting wire deformers 183
16 USING WRINKLE DEFORMERS 185
Understanding wrinkle deformers 185
Radial wrinkle deformers 186
Ta ng ent ial wrinkle d efo rme rs 186
Custom wrinkle deformers 186
Related MEL co mma nds 186
Dependency graph nodes 186
Creating wrinkle deformers 187
Sp ec ifying Wrinkle Too ls too l setting s 187
Creating a wrinkle deformer 188
Editing wrinkle deformation effects 188
Manipulating the wrinkle deformerscluster deformer handle 188
Moving, rotating, and scaling the influence wires 189
Ed iting the wrinkle d eformers c luster d eformer 189
Ed iting the wrinkle d eformers wire de formers 189
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Deleting wrinkle deformers 189
17 USING WRAP DEFORMERS 191
Unde rstanding wra p de forme rs 191
Deformable objects 191
Wrap influence objectsand wrap base objects 192
Dependency graph nodes 192
Creating wrap deformers 192
Creating objectsto use aswrap influence objects 193
Setting c rea tion op tions 193
Creating a wrap deformer 195
Editing wrap deformation effects 195
Moving, rotating, or scaling wrap influence objects 195
Manipulating wrap influenc e o bjec t po ints 196
Moving, rota ting, or sc aling de formed ob jec t 196
Ed iting NURBSw rap influenc e ob ject c hanne ls 196
Editing po lygo nal wrap influence ob jec t c hannels 197
Ed iting wrap d eformer cha nnels 197
Editing wrap deformer attributes 199
Adding and removing wrap influence objects 200
Improving performance 200
Deleting wrap deformers 200
Skinning with wrap deformers 201
Examples 201
Deforming high-ressphere with low-ressphere 201
Deforming plane with five cones 202
Part 3
Pa rt 3 Ske letons
18 INTRODUCING SKELETONS 207
Understanding skeletons 207
Editing node be havior to improve pe rforma nce 208
Understanding node behavior attributes 208
Ed iting node b eha vior 208
Workflow summ a ry 209
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19 BUILDING SKELETONS 211
Understanding skeleton construction 212
Jointsa nd b ones 213
Joint chains 214
Limbs 214Skeleto n hierarchy 215
Related MEL co mma nds 215
Dependency graph nodes 216
Crea ting joint chains a nd limbs 216
Sp ec ifying Joint Too ls too l sett ings 216
Creating a joint chain 218
Creating a limb 218
Editing joints 218
Editing joint attributes 218Disp la ying a joint s loca l axis 222
Orienting a jointslocal axis 222
Moving, rotating, or scaling a joint and itsbone 222
Editing joint chains, limbs, and skeletons 223
Viewing skeleton hierarchy 223
Selec ting jointsa nd na vigating the skeleto n s hiera rc hy 223
Disp laying a ll the loca l axes in a limb or skeleto n 223
Reo rienting all loc al axes in limb or skeleto n 223
Inserting a joint 224Removing a joint 224
Disconnecting jointsto create new skeletons 225
Connec ting jointsto c omb ine two skeletons 225
Mirroring limb s or skeleto ns 226
Rerooting a skeleton 227
Set ting d isp lay size o f a ll joints 227
Displaying joints as bo xes rather than bo nes 227
Set ting an d a ssuming p refe rred a ng les 228
20 POSING SKELETONS 231Understanding skeleton posing 232
Forwa rd kinem a tics (FK) 232
Inverse kine ma tics (IK) 233
IKhandlesand IKchains 234
IK solvers a nd syste ms 235
Related MEL co mma nds 235
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Dependency graph nodes 236
Posing with forward kinema tics (FK) 236
Posing with inverse k inema tics (IK) 236
IK rotate plane ha ndles and solvers 236
IK single c hain hand les an d solvers 237IK spline ha nd lesa nd solvers 237
Using IK solvers a nd systems 237
Crea ting IK solvers 237
Ed iting IK syste m a ttrib utes 238
Disab ling and ena b ling a ll IK solver node s 239
Switching be tween IK a nd FK 239
Proc ed ures for switc hing b etw ee n IK and FK 240
Ab out the Gra ph Ed itor disp lay resulting from Set IK/ FK Key 242
Exam p le of switc hing from FK to IK 242
21 USING IK ROTATE PLANE HANDLES 245
Understanding IK rotate plane handles 246
Start a nd end joints 246
Handle position control gnomon 247
End effec tor 247
Handle wire 248
Handle vector 248
Rotation disc 249
Joint c hain plane 249
Joint c hain plane indic ato r 250
Tw ist d isc 250
Reference plane 251
Pole vector 251
Referenc e p lane indica tor 252
Twist indic a tor 252
Related MEL co mma nds 252
Dependenc y g raph nodes 252
Understanding IK rotate plane solver be havior 253
Crea ting IK rotate plane handles 253
Sp ec ifying IK Ha ndle Too ls too l settings 253
Creating an IKrotate plane handle 254
Posing IK rotate p lane handles 254
Moving the hand le 254
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Manipulating the pole vector 254
Manipulating the twist disc 255
Co ntrolling joint c hain flipp ing 255
Editing IK rotate pla ne handles 255
Editing IK rota te p lane hand le c hannels 255
Ed iting IK rota te pla ne hand le attrib utes 256
Ed iting IK rota te pla ne solver attribute s 259
Deleting IK rotate plane ha ndles 260
22 USING IK SINGLE CHAIN HANDLES 261
Unde rstanding IK single c hain handles 262
Start a nd end joints 262
Handle position and orientation control gnomon 263
End effec tor 263
Handle wire 264
Handle vector 264
Related MEL c omm and s 264
Dependency graph nodes 265
Unde rstanding IK single c hain solver be havior 265
Crea ting IK single c hain handles 265
Sp ec ifying IK Ha ndle Too ls too l settings 265
Creating a n IK single c ha in hand le 266
Posing IK single cha in handles 267Moving the hand le 267
Rotating the handle 267
Editing IK single c hain ha ndles 267
Ed iting IK single cha in hand le cha nnels 267
Ed iting IK single c hain ha ndle a ttribute s 268
Ed iting IK single c ha in solve r a ttrib utes 270
Deleting IK single cha in ha ndles 271
23 USING IK SPLINE HANDLES 273
Unde rstanding IK spline handles 273
Related MEL co mma nds 273
Dependency graph nodes 274
Crea ting IK spline ha ndles 274
Animating the joint chain 275
Setting op tions be fore creat ing the IK sp line hand le 278
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Setting a ttributes afte r c rea ting the IK sp line hand le 281
Preventing unwanted start joint flipping 282
Working with soft b od y c urves 283
Tips for working with IK spline handle s 284
Working with human skeletons 284
Working with animal skeletons 285
Working w ith sinuous mo tion on skeleton s 286
24 USING IK TWO BONE HANDLES 289
Quick start 290
Understanding IK two bone handles 291
Start a nd end joints 292
Handle position control gnomon 292
End effec tor 293
Handle wire 293
Handle vector 294
Rotation disc 294
Joint c hain plane 295
Joint c hain plane indic ato r 295
Tw ist d isc 296
Reference plane 296
Pole vector 296
Referenc e p lane indica tor 297
Twist indic a tor 297Related MEL co mma nds 298
Dependenc y g raph nodes 298
Understanding IK two bone solver be havior 298
Crea ting IK two bone handles 299
Setting up the IK two bo ne solver 299
Sp ec ifying IK Ha ndle Too ls too l settings 299
Creating an IKtwo bone handle 300
Posing IK two bone handles 300
Moving the hand le 300
Manipulating the pole vector 300
Manipulating the twist disc 301
Co ntrolling joint c hain flipp ing 301
Editing IK two bone ha ndles 301
Editing IKtw o b one ha ndle c hannels 301
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Ed iting IK two b one ha nd le attrib utes 302
Ed iting IK two bo ne solver attribute s 305
Deleting IK two bone handles 305
IK two bone solver plug- in source cod e 306
Part 4
Pa rt 4 Skinning
25 INTRODUCING SKINNING 309
Understanding skinning 309
Deformable objectsand skin objects 309
Direct skinning methods 310
Indirect skinning methods 310Bind pose 311
Double transformation effects 311
Editing skin point set memberships 311
Changing a skinned objec tsd eforma tion orde r 311
Point tweaking skinned objects 312
Editing node be havior to improve pe rforma nce 313
Understanding node behavior attributes 313
Ed iting node b eha vior 314
Workflow summ a ry 314
26 SMOOTH SKINNING 315
Unde rstand ing smooth skinning 316
Smo oth skin ob jects and p oints 316
Smo oth skin p oint w eight s 316
Smo o th skin po int set s 318
Smo oth skin influenc e ob jec ts 318
Related MEL co mma nds 319
Dependency graph nodes 319
Binding smooth skin 319
Setting smo oth b ind op tions 319
Chec king the b inding 321
Adjusting smooth skin behavior 321
Editing smooth skin 321
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Going to the bind p ose 321
Overcoming problemswith reaching bind pose 322
Changing the bind pose 322
Editing maximum influences 322
Ed iting joint smo oth skin a ttrib utes 322
Ed iting skin c luster c ha nne ls 323
Editing skin cluster attributes 324
Editing skin point weights 325
Painting smooth skin point weights 327
Mirroring smo ot h skin w eigh ts 331
Co pying smo oth skin w eights 331
Resetting skin point weightsto default weights 332
Holding smooth skin weights 332
Controlling smooth skin weight normalization 333
Pruning insignific a nt smo ot h skin we ights 334
Rem oving unu sed influen c es from a smo ot h skinne d surfa c e 334
Batch export and import of smooth skin weight maps 334
Detaching smooth skin 337
Using smooth skin influence objects 338
Adding an influence object 339
Remo ving an influence ob ject 340
Editing NURBSinfluence object attributes 340
Ed iting po lygo na l influenc e ob ject a ttribute s 341
Examples 341Skinning a c ylind er b y smo oth skinning 341
Hand muscle b ulge with influence ob jec t 345
Using influence ob jec ts to p revent unwa nted de forma tion 348
27 RIGID SKINNING 351
Understanding rigid skinning 352
Rigid skin objectsand points 352
Rigid skin point weights 352
Rigid skin point sets 353
Flexors 353
Related MEL co mma nds 354
Dependency graph nodes 354
Binding rigid skin 354
Sett ing rigid b ind op tions 355
Binding skin 356
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Chec king the b inding 356
Adjusting rigid skin behavior 356
Editing rigid skin 356
Going to the bind pose 356
Overcoming problemswith reaching the bind pose 357
Changing the bind pose 357
Editing joint cluster channels 357
Editing joint cluster attributes 358
Editing rigid skin point weights 359
Painting rigid skin point weights 361
Editing rigid skin point set membership 363
Painting rigid skin point set membership 364
Detaching rigid skin 366
Detac hing a nd reatta ching skeleton 367
Detac hing a nd reatta ching selected joints 368
Crea ting flexors 368
Creating all typesof flexors 368
Editing joint lattice flexor effec ts 370
Manipulating the joint lattice flexorsinfluence lattice 370
Co pying joint lattice flexors 370
Ed iting joint lattice flexor c hanne ls 371
Editing bone lattice fle xor effects 372
Manipulating bo ne lattice flexors influenc e lattice 372
Copying bone lattice flexors 372
Ed iting b one lattice flexor c hanne ls 372
Reassigning bone lattice flexor joints 373
Editing joint or bone sculpt fle xor e ffe cts 374
Ma nipulating the sc ulpt sp here 374
Editing sculpt flexor channels 374
Editing joint c luster flexor e ffec ts 375
Editing with joint cluster flexor manipulators 375
Example 375
Skinning a c ylind er b y rig id skinning 375
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Part 5
Pa rt 5 Constra ints
28 INTRODUCING CONSTRAINTS 381
Unde rstand ing constra ints 381
Constraint node behavior 382
Understanding node behavior attributes 382
Ed iting node b eha vior 383
Enabling and disabling all constraint nodes 383
Workflow summary 384
29 USING POINT CONSTRAINTS 385
Understanding point constraints 385
Constrained a nd ta rget o bjec ts 385
Ta rget p oint 386
Target ob jec t w eights 386
Constrained objectsposition 386
Locked channels 386
Related MEL co mma nds 386
Dependency graph nodes 386
Creating point constraints 387
Sett ing c on straint op tions 387Creating a point constraint 387
Editing point c onstra ints 387
Ed iting p oint c onstraint c hanne ls 388
Editing point constraint attributes 388
Add ing target objects 389
Remo ving ta rge t ob jec ts 390
Changing target object weights 390
Animating target object weights 390
Offsetting constrained objectsposition 390
Deleting point constraints 391
Using point on curve loca tor c onstra ints 391
Creating point on curve locator constraint 391
Editing least squaresmodifier attributes 392
30 USING AIM CONSTRAINTS 395
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Understanding aim constraints 395
Constrained a nd ta rget o bjec ts 395
Ta rge t p oint 395
Target ob jec t w eights 396
Constrained ob jec ts orientation 396
Rolling effects 397
Motion history de pe nde nce effects 397
Locked channels 398
Related MEL c omm and s 398
Dependency graph nodes 398
Creating aim constraints 398
Sett ing c on straint op tions 398
Creating an aim constraint 399
Editing aim constraints 399
Ed iting a im c onstraint c ha nnels 399
Editing aim constraint attributes 400
Add ing target objects 402
Remo ving ta rge t ob jec ts 402
Changing target object weights 403
Preventing rolling effects 403
Controlling motion history dependence effects 403
Deleting a im constra ints 404
Examples 404
Aiming a sphere at a sphere 404
Aiming a cone at a sphere 405
31 USING ORIENT CONSTRAINTS 407
Unde rstand ing orie nt c onstra ints 407
Constrained a nd ta rget o bjec ts 407
Ta rget o rient a tion 407
Target ob jec t w eights 408
Constrained ob jec ts orientation 408
Locked channels 408Related MEL co mma nds 408
Dependency graph nodes 408
Creating orient constraints 408
Sett ing c on straint op tions 408
Creating an orient c onstraint 409
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Editing orient constraints 409
Editing orient constraint channels 409
Editing orient constraint attributes 410
Add ing target objects 411
Remo ving ta rge t ob jec ts 411
Changing target object weights 411
Animating target object weights 412
Deleting orient constraints 412
32 USING SCALE CONSTRAINTS 413
Understanding scale constraints 413
Constrained a nd ta rget o bjec ts 413
Ta rge t sc a le 414
Target ob jec t w eights 414
Constrained objectsscaling 414Locked channels 414
Related MEL co mma nds 414
Dependency graph nodes 414
Creating scale constraints 414
Sett ing c on straint op tions 414
Creating a sc ale c onstraint 415
Editing scale constraints 415
Editing scale constraint channels 415
Editing scale constraint attributes 416
Add ing target objects 417
Remo ving ta rge t ob jec ts 417
Changing target object weights 417
Animating target object weights 418
Deleting scale constraints 418
33 USING GEOMETRY CONSTRAINTS 419
Understanding geometry constraints 419
Constrained a nd ta rget o bjec ts 419Ta rget p oint 420
Target ob jec t w eights 420
Constrained objectsposition 420
Motion history d ep ende nce 420
Locked channels 420
Related MEL co mma nds 420
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Dependency graph nodes 421
Creating geometry constraints 421
Sett ing c on straint op tions 421
Creating a geometry constraint 421
Editing geometry constraints 422Editing geometry constraint channels 422
Ed iting g eo me try c onstraint a ttribute s 422
Add ing target objects 423
Remo ving ta rge t ob jec ts 424
Changing target object weights 424
Animating target object weights 424
Anima ting the c onstrained ob jec t 425
Using a po int c onstraint w ith a ge om etry co nstra int 425
Deleting g eo me try co nstra ints 425
34 USING NORMAL CONSTRAINTS 427
Understanding normal constraints 427
Constrained a nd ta rget o bjec ts 428
Targe t vec tor 428
Target ob jec t w eights 428
Constrained ob jec ts orientation 428
Rolling effects 429
Motion history de pe ndenc e effects 429
Locked channels 430
Related MEL c omm and s 430
Dependency graph nodes 430
Crea ting norma l c onstra ints 430
Sett ing c on straint op tions 430
Creating a normal constraint 431
Editing normal constraints 432
Ed iting no rma l c onstra int c hanne ls 432
Editing normal constraint attributes 432
Add ing target objects 434
Remo ving ta rge t ob jec ts 435
Changing target object weights 435
Preventing rolling effects 435
Controlling motion history dependence effects 436
Dele ting norma l c onstra ints 436
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35 USING TANGENT CONSTRAINTS 437
Understanding tangent constraints 437
Constrained a nd ta rget o bjec ts 438
Targe t vec tor 438
Target ob jec t w eights 438Constrained ob jec ts orientation 438
Rolling effects 439
Motion history de pe ndenc e effects 439
Locked channels 440
Related MEL c omm and s 440
Dependency graph nodes 440
Crea ting tange nt constra ints 440
Sett ing c on straint op tions 440
Creating a tangent constraint 441
Editing tangent constraints 442
Ed iting ta nge nt c onstraint c hanne ls 442
Ed iting ta nge nt c onstra int a ttributes 442
Add ing target objects 444
Remo ving ta rge t ob jec ts 445
Changing target object weights 445
Preventing rolling effects 445
Controlling motion history dependence effects 446
Dele ting tange nt c onstra ints 446
36 USING POLE VECTOR CONSTRAINTS 447
Unde rstanding p ole vec tor c onstra ints 447
Ta rge t ob jects 448
Ta rget p oint 448
Target ob jec t w eights 448
Constrained pole vectorsend position 448
Locked channels 448
Related MEL co mma nds 449
Dependenc y g raph nodes 449
Crea ting pole vec tor constra ints 449
Sett ing c on straint op tions 449
Creating a pole vector constraint 450
Editing p ole vec tor constra ints 450
Ed iting p ole vec tor co nstra int cha nnels 450
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Ed iting p ole vec tor c onstraint a ttributes 450
Add ing target objects 452
Remo ving ta rge t ob jec ts 452
Changing target object weights 452
Offsetting constrained pole vectorsend position 453
Deleting pole vec tor c onstra ints 453
Part 6
Pa rt 6 Chara c ter Sets
37 INTRODUCING CHARACTER SETS 457
Unde rstanding cha ra cte r sets 457
Charac ter node behavior 458Understanding node behavior attributes 458
Ed iting node b eha vior 459
Workflow summary 459
38 DEFINING CHARACTER SETS 461
Unde rstanding c harac ter set d efinition 461
Related MEL co mma nds 462
Dependency graph nodes 462
Crea ting cha ra cter sets 462Setting c rea tion op tions 462
Crea ting a c harac ter set 463
Creating character setswithin character sets 464
Crea ting subcha rac ter sets 464
Editing cha ra cte r se ts 464
Selec ting c harac ter sets 464
Adding channelsto a character set 465
Remo ving c hannelsfrom a c haracte r set 465
Ed iting c ha rac ter set c hanne ls 465
Ed iting c ha rac ter attribute s 466
Ed iting a c harac ter set 466
Viewing a nd ed iting the c haracter pa rtition 467
Me rging cha rac ter sets 468
Deleting character sets 468
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39 ANIMATING CHARACTER SETS 469
Understanding animating characters 469
Setting the c urrent c harac ter Set 470
Keyfra ming c haracter sets 470
Crea ting e xpressions for cha ra cter sets 470
Using motion c a pture for cha ra cter sets 471
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PART 1
CHARACTER SETUP AND MAYA
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1 INTRODUCING CHARACTERSETUPMaya offers the most sophisticated tools available for setting up characters so that
you can then focus on the creative challenges of character animation.
Character setup by Jason Schleifer
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INTRODUCING CHARACTERSETUP | 1
Unde rstand ing c harac ter setup
UNDERSTANDING CHARACTER SETUP
Character setup (or rigging) is preparing models and related objects for animation.
A model consists of one or more geometry objects (for example, NURBS or
polygonal surfaces). Preparing the m odel for anima tion includes using Mayas
deformers, skeletons, skinning, constraints, and characters features in the Animation
menu set. This book focuses on these features. For overviews of these features, see
Chapter 2, Character Setup Features.
This book assum es you u nderstand Mayas fundam ental features. To get started
quickly with the several important character setup features, see the Character Setup
lessons in Instant Maya.
Character setup can also involve the use of expressions (see Using M aya: Expressions)
and dyn amics (see Using M aya:D ynamics). As you prepare for animation, you shou ld
think ahead about how you would like to render your characters (see Using Maya:
Rendering). Further, during character setup you m ight want to take ad vantage of
other aspects of Maya, such as Maya Fur an d Maya Cloth.
After you ve set up your characters, youre ready to an imate them. For m ore
information about Mayas animation features, see Using M aya:A nimation.
Model of character
Model set up andready for animation
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How to use thisb ook
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HOW TO USE THIS BOOK
Using M aya: Character Setup is a task-oriented reference. It describes the features of
the Animation menu sets Deform, Skeleton, Skin, Constrain, and Character menus.
(For information abou t the other m enus in th e Animation menu set, refer to Using
Maya: A nimation.)
As you use the features p rovided by the Deform, Skeleton, Skin, Constrain, and
Character menus, u se this book as a reference to find ou t more about th e basic tasks
of character setup. For example, to find out about editing a particular attribute, look
it up in th e index and then turn to the app ropriate section. This book is not meant to
be read straight through, but skimming through it can provide you with an overall
picture of Mayas character setup features.
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How to use thisbook
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2 CHARACTER SETUP FEATURESThe character setup features include deformers, skeletons, skinning, constraints, and
characters.
Image and character setupby the Stain X team
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CHARACTERSETUPFEATURES | 2
Using deformers
USING DEFORMERS
Deformers enable you to change the shape of objects. Deformers features are
available in th e Animation m enu sets Deform menu . For m ore information on
deformers, see Chapter 3, Introdu cing Deformers.
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Using skeletons
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USING SKELETONS
Skeletons en able you to create h ierarchical, articulated d eformation effects. Skeletons
features are available from the Animation menu sets Skeleton menu. For more
information on skeletons, see Chapter 18, Introducing Skeletons. After you create a
skeleton, you bind it to objects you w ant to d eform by skinning.
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Skinning
SKINNING
Skinning is setting up a models objects so that they can be deformed by skeletons.
Skinning features are available from the Animation menu sets Skin menu. For more
information on skinning, see Chapter 25, Introducing Skinning.
USING CONSTRAINTS
Constraints enable you to constrain the position, orientation, or scale of an object to
other objects. Constraints features are available from the Animation menu sets
Constrain menu . For more information on constraints, see Chapter 28, Introdu cingConstraints.
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Using character sets
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USING CHARACTER SETS
Character sets bring together all the aspects of a character that you wan t to animate
together. Character sets are available from the Animation menu sets Character
menu. For more information on character sets, see Chapter 37, Introdu cing
Chara cter Sets.
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Using character sets
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PART 2
DEFORMERS
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3 INTRODUCING DEFORMERSMayas deformers enable you to change the shape of objects.
UNDERSTANDING DEFORMERS
With Mayas deformers, you can change the shape of objects. Maya includes the
following types of deformers:
Blend shap e deformers: Blend shap e d eformers let you change the shap e of oneobject into the shapes of other objects. For more information, see Chapter 4, Using
Blend Shape Deformers.
Lattice deformers: Lattice deformers enable you to deform objects with lattices. Formore information, see Chapter 5, Using Lattice Deformers.
Jiggle deformers: Jiggle deformers let you cause points on a surface or curve to shake
as they move, speed u p, or slow d own . For more d etails, see Chapter 7, Using Jiggle
Deformers.
Lattice and squash deformers acting on head
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INTRODUCING DEFORMERS | 3
Und erstand ing d eformers
Cluster deformers: Cluster deformers enable you to control a set of an objects points(CVs, vertices, or lattice points) with varying amounts of influence. For more
information, see Chapter 6, Using Cluster Deformers.
Bend nonlinear deformers: Bend deformers enable you to bend an object along an
arc. For more information, see Chapter 8, Using Bend Non linear Deformers.
Flare nonlinear deformers: Flare deformers enable you to flare or taper an object
about two axes. For more information, see Chapter 9, Using Flare N onlinearDeformers.
Sine nonlinear d eformers: Sine deformers enable you to change to the shap e of anobject along a sine wave. For more information, see Chapter 10, Using Sine
Nonlinear Deformers.
Squash nonlinear deformers: Squash deformers enable you to squ ash and stretchobjects. For more information, see Chapter 11, Using Squash Nonlinear Deformers.
Twist nonlinear d eformers: Twist d eformers enables you to twist the shap e of
objects. For more information, see Chapter 12, Using Twist Nonlinear Deformers.
Wave non linear d eformers: Wave deformers enable you to d eform objects w ith a
circular sine wave and create ripple effects. For more information, see Chapter 13,
Using Wave Nonlinear Deformers. Sculpt deformers: Sculpt deformers enable you to deform objects with a spherical
influen ce object. For m ore informa tion, see Chapter 14, Using Sculpt Deformers.
Wire deformers: Wire deformers enable you to d eform objects with one or m oreNURBS curves. For more information, see Chapter 15, Using Wire Deformers.
Wrinkle deformers: Wrinkle deformers enable you to create detailed wrinkling
effects by combining wire d eformers w ith a cluster d eformer. For m ore information,
see Chapter 16, Using Wrinkle Deformers.
Wrap deformers: Wrap deformers enable you to d eform objects with NURBS
surfaces, NURBS curves, or polygonal surfaces (meshes). For more information, see
Chapter 17, Using Wrap Deformers.
Note that other software packages use the terms mod ifiers and space warp torefer to wh at Maya calls deformers.
Deformable objects, points, and sets
A deformer can create deformation effects on any deformable object. A deformable
object is any object whose structure is defined by control points. Control points
include NU RBS control vertices (CVs), polygona l vertices, and lattice p oints. N URBS
curves, NURBS surfaces, polygonal surfaces (meshes), and lattices are all deformable
objects. For brevity, control points are often called points, and the control points of a
deformable object are often called deformable object points.
Maya Unlimiteds subdivision surfaces are deformable. For more information, see
Using M aya: Su bdivision Su rfaces M odeling.
Using Mayas API development tools, you can define you r ow n, custom d eformable
objects. For more information, see the online M aya Developers Tool Kit
documentation.
A characters model can consist of one deformable object (for example, a large
polygonal surface) or of groups of deformable objects (for example, groups of
NURBS surfaces).
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When y ou create a d eformer, Maya p uts all the d eformable object p oints that the
deformer can affect into a set, called a deformer set. You can edit this set; for more
information, see "Editing d eformer set membership" on p age 46.
Nodes, history, and the deformation order
One w ay to think about a scene in Maya is that it is a web of nod es. Each nod e
consists of specific information and actions associated with that information. Eachnod e can receive, hold, and provide information by means of attributes. A nod es
attributes can connect to the attributes of other nod es, thus forming the w eb of
nodes. As you use Mayas interface, Maya creates, connects, evaluates, and destroys
nod es. At any m oment, wh at you see in the w orkspace is the result of how Maya is
continuou sly evaluating the web of nodes that u nderlies and comprises your work.
In short, un derlying everything you do in Maya lies Mayas d ynam ic, node-based
architecture.
Dependency gra ph
Mayas dep endency grap h p rovides a representation of the relationships between
connected nod es. To view the d ependency graph , you can use the H ypergraph (for
more information, see Using M aya: Essent ials).
For any p articular nod e, the depend ency graph shows the nodes history. The nod es
history includes all the n odes that are connected to it, or are connected to nodes th at
are connected to it, and so on . For discussing a nodes history, the terms u pstream
and downstream can be useful. Upstream nodes are nodes that can be evaluated
before the nod e itself is evaluated, and dow nstream nod es are nodes that can be
evaluated only afterthe node itself is evaluated. Note that, from Mayas perspective,
a nodes history includes its future as well as its past.
Deforma tion orde r
Its important to k eep a n odes history in mind wh en using d eformers. The
deformation effect provided by a particular deformer can d epend on w here Maya
places the deformer in the nodes history. The reason is that the deformation effect
can vary dep ending on the order in w hich Maya evaluates the d eformations. The
order in wh ich Maya evaluates deformations is called the deformation order.
In general, you can apply as many deformers to an object as you like. Because the
effects depend on th e order in w hich the d eformers d eform the object, you can create
a grea t var iety of effects. For exam ple, for a N URBS cylinder, if you create a bend
deformer and then create a sine deformer, the result will be different than if you first
created the sine deformer and then created the bend deformer.
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INTRODUCING DEFORMERS | 3
Und erstand ing d eformers
In general, by default, the order in which deformers act on a deformable objects
original shape is the order in which the d eformers w ere created. The d eformerscreated first act on the original shape first, and the deformers created last act on the
original shape last.
Deformation chain
Consider the history of a NURBS sphere being d eformed by one or m ore deformers.
In the dependency graph, the original (undeformed) shape node
(nurbsSphereShapenOrig) would follow immediately after the make nod e
(makeNurbSpheren). Note that Maya sometimes refers to an object d isplayed as the
original shape n ode an intermediate object. Maya places a tweak node (tweakn)
after the original shape n ode (for more information on tw eak nod es, see "Point
tweaking on objects being deformed" on p age 49). After the tw eak nod e, Maya
places the d eformer n odes that carry ou t deformations, typically in the ord er that thedeformers were created. The ord er in w hich Maya places the deformer nodes
downstream from the original shape node determines the deformation order.
How ever, note that you can control deformer placement (see "Deformer placement"
on page 44) when you create a deformer, and change the d eformation order (see
"Changing an objects deformation order" on page 50) after creation. Finally, after
the deformer nod es, Maya places a shape node th at provides the final (deformed)
shape of the sph ere (nurbsSphereShapen).
The spheres history d etermines the d eformation ord er. Because Maya evaluates th e
sphere starting from the make node and working all the way through in order to the
final (deformed) shap e nod e, the node connections involved are said to p rovide a
deformation chain.
Deforme r pla ce ment
When you create a deformer, you can specify the deformers placement in the
deformable objects deformation order (see "Editing advanced deformer creation
options" on page 52). The p lacement can affect the d eformers effect and
performance.
Maya includ es the following d eformation ord er p lacement op tions:
Default placement
Bend followed by sine Sine followed by bendUndeformed cylinder
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Unde rstand ing d eformers
DEFO RMERS CHARACTER SETUP
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Before p lacemen t
After placement
Split placement
Parallel placement
Front Of Chain p lacement
Note that after you create a d eformer, you can edit a d eformer n odes placement by
changing the d eformation order (see "Changing an objects deformation order" on
page 50).
Default placement
With Default placement, Maya places the deformer just upstream of (before) the
deformed shape.
Default placement is the same as Before placement unless the deformer is going to
act on a shap e nod e with no history. In this case, the placement will be the same as
After placement.
When you create a n um ber of deformers for an object with Default placement, the
result is a deformation chain whose ord er is the same as the order in w hich youcreated the d eformers.
Before placement
With Before placement, Maya places the deformer immediately upstream of the
deformable objects deformed shape. In the objects history, the deformer will be
placed right before the deformed sha pe.
After plac ement
With After placement, Maya places the deformer imm ediately d ownstream of (after)
the deformable object. You would use After placement to create an intermediate
deformed shape som ewhere in the m iddle of the objects history. Note that w ith
After placement, the original shape of the object is not hidden.
Split placement
With Split placement, Maya splits the deformation into two deformation chains. You
wou ld u se Split placement to d eform an object in tw o w ays at the same time,
creating two final shap es that originate from the same original shape.
Parallel placem ent
With Parallel placement, Maya places the deformer in parallel with the existing
up stream nod es in the objects history, and then blends the effects provided by the
existing up stream nodes an d the deformer. A parallel blender nod e (default nam e:
parallelBlendern) that blends the effects of the existing up stream nod es and the newdeformer w ill be p laced right before the final shap e.
Parallel placement is useful w hen you wan t to blend the influences of several
deformers acting on an object. For example, if for some object you create a bend
deformer w ith Default placement, and then create a Sine d eformer w ith Parallel
placement, you can directly control how m uch influence each deformer has on the
object, blending the influence of each deformer. The parallelBlender node provides a
weight channel for each deformer. You can edit the channels of the parallel blender
node; for more information, see "Editing p arallel blend er channels" on p age 52.
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Editing deformer set membership
DEFO RMERS CHARACTER SETUP
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To e dit de forme r set me mbe rship with the Edit Me mb ership Tool:
1 Select Deform > Edit Membership Tool.
2 Select the deformer you wan t to ed it.
3 Go into component selection mode (click the select by component type icon).
The members of the d eformer set w hose joint you selected are d isplayed in yellow.
This set is the currently selected set. Members of other sets are displayed in other
colors. Points d isplayed in dark red are not in a set.
4 To add points to the currently selected set, select them while pressing the Shift keyand left mouse button, and then release the mouse button.
The selected points are now displayed in yellow, indicating they are in the currently
selected s