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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

    permission of Alias|Wavefront, a division of Silicon Graphics Limited.

    The information contained in this document is subject to change without notice. Neither Alias|Wavefront, a

    division of Silicon Graphics Limited, its affiliates, nor their directors, officers, employees, or agents are

    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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    USING MAYA: C HARACTER SETUP

    3

    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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    USING M AYA: C HARAC TER SETUP

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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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    CONTENTS

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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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    USING M AYA: C HARAC TER SETUP

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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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    CONTENTS

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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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    CONTENTS

    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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    CONTENTS

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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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    CONTENTS

    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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    CONTENTS

    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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    CONTENTS

    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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    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.

    Character setup by Jason Schleifer

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    INTRODUCING CHARACTERSETUP | 1

    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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    CHARACTERSETUPFEATURES | 2

    Using skeletons

    C HARAC TER SETUP A ND M AYA CHARACTER SETUP

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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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    CHARACTERSETUPFEATURES | 2

    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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    Unde rstand ing d eformers

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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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    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

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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