Rigging and Skinning using Quick Rig, Paint Weight, and Bind Skin tool in Maya 2020

Published: 17 December 2019
on channel: DIGA Hub
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In this tutorial, you will learn the workflow of Rigging and Skinning.

UV mapping and texturing are highly recommended to be done before starting the rigging process, since after the rigging and skinning, it’s hard to go back to adjust the mesh or clean the mesh (ex. clear its history). Before rigging, select your model and go to “Modify_ Freeze Transformation”. This will zero out any transformation values you applied to your mesh during the modeling procedure. Then, select your model and go to “Edit_ Delete by type_ History”. This will clear the history notes (the changes you made on your model during modeling/uv mapping) and that data can slow down your program and sometimes cause issues for rigging/animation.


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