This video shows skinning and skin weights painting techniques for a full character in Maya, including the face, using both NGskintools and Maya's native tools. The tutorial also shows how to export, import, transfer, mirror and relax skin weights, as well as how to transfer weights from the character to their clothes.
This video has been made possible thanks to the support from David Hallows!
00:00:00 - Intro
00:01:49 - Evaluating the model
00:03:03 - Rigging from neutral poses is easier
00:03:59 - Details in modelling VS displacement
00:05:11 - Fantastic sleeves and where to find them
00:06:03 - Skinning belts and buckles
00:06:36 – Topology and overlapping surfaces
00:08:51 - Posing a face for rigging
00:09:16 - Evaluating current skinning
00:09:58 - Evaluating joints pivots before skinning
00:10:37 - How to increase joints display size in Maya
00:10:47 - Finding the head and neck pivots
00:11:31 - The pelvis pivot and chest pivots
00:12:16 - Taking notes while working
00:12:21 - The scapula/ clavicle pivots
00:12:58 - Advanced Skeleton's animation tester
00:13:33 - Why rig calisthenics are essential when skinning
00:14:20 – Evaluating the legs and arms pivots and orientation
00:18:43 - The eyeball pivot
00:19:12 - The jaw pivot
00:19:57 - Summary of model issues
00:20:49 - Adjusting the pivots before skinning: the scapula and the neck
00:21:39 - Placing the head and spine joints
00:22:33 - Placing the leg joints
00:26:00 - Placing the arm joints
00:27:32 - Placing the thumb and fingers joints
00:30:22 - Defining the skinning strategy
00:31:37 - Binding the skin to the joints: the basics
00:34:42 - Rig calisthenics: animating a walk cycle with one click with Advanced Skeleton
00:35:40 - Painting skin weights for a 3D character in Maya
00:37:57 - Skinning the spine, the neck, and the head
00:47:15 - Painting the skin weights for the scapula/ clavicle and the arm
00:51:38 - Mirroring the skin weights using Maya's mirror skin weights
00:54:05 - Expanding and shrinking selections in Maya
00:54:22 - Skinning in isolated selected to make it easier to see complex geometry
00:54:55 - Converting selections in Maya
00:56:37 - Mirroring weights with NGskin tools
00:59:39 - Evaluating areas in need of skinning refining
01:00:07 - Painting, relaxing and smoothing the thigh skin weights
01:03:10 - Relaxing the trousers crease with NG skin tools
01:03:31 - Painting the knee skin weights
01:05:52 - Painting elbow and sleeve skin weights
01:11:30 - The scapula/ clavicle skin weights
01:15:23 - The neck and head skin weights
01:16:51 - Locking skin weights in Maya (toggle hold)
01:20:49 - Skinning cloths to body by transferring body weights with NG skin tools in Maya
01:26:26 - The foot roll skinning
01:27:08 - Tweaking the shoulder
01:28:26 - Exporting and Importing skin weights to transfer the face weights
01:30:59 - Adding new influences to the skin cluster
01:35:03 - Importing/ transferring skin weights by vertex ID
01:36:44 - Masking skin layers with NG skin tools
01:38:32 - Painting the jaw
01:40:05 - The difference between NG skin tools 1.8.3 and 2.0.27
01:41:48 - Why animation studios often don't use the latest version of a software
01:43:37 - Mirroring the face skin weights with NG skin tools 2.x VS 1.x
01:45:05 - Techniques for finalizing pass on skin weights
01:45:23 - The ankle deformation
01:47:21 - Improving knee deformations
01:47:59 - Graceful thigh/ hip deformations
01:51:12 - Attaching the buttons to the boots
01:51:48 - Fixing the scapula/ clavicle, shoulder, and clothes deformations
01:55:42 - Fixing the belt
02:14:38 - Thanking those who made this video possible
02:14:52 - introducing Spheero
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► The MEL scripts I used in the tutorial: https://tinyurl.com/skinningScript
Select joints affecting the skincluster
Set all weights to free
Set all weights to hold
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