An Introduction to Proxy Skinning
Showing some examples of how proxy skinning can help you in production is Sean Nolan. Sean shows how a proxy concept can really help out for quick iterations with skinning, or as a solution to some skinning and rigging challenges with certain source geometries. The tutorial shows using some Proxy Skinning Utilities code, that Sean makes available for download.
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If you are looking to get started with Joints & skinning in Maya, this is a great resource. Watch James show how to place joints correctly to create a skeleton that deforms a character correctly, and attach the character skin to the skeleton.
ngSkinTools offers the ability to use paint layers, mirror any pose, greatly enhanced paint brushes, true smoothing and a bevy of other features that greatly enhance the character skinning workflow in Maya. Viktoras has started a new quick-start series that introduces new users to the ngSkinTools workflow.
Get a grasp on using ngSkinTools Layering system for an easier time painting weights in Maya. ngSkinTools is a character skinning plugin for Autodesk Maya that doesn’t require or use any special nodes. The plugin operates on standard maya’s skinClusters (also known as “smooth skin”), so no custom nodes will be introduced to your rig.
This tutorial shows how to use the tool Bend of Stress Create Script (vers. 1.0). Bend Stress is useful for wave movements of articulations. You can choose to move a root joint, or a non-root joint (parent). How it shows, you can use “Stress Create” to test your character rigging, or can use it to correct the skinning of your character in real time, without the needed to move single parts manually or create some animation.
The new Pose Space Deformation Workflows, including the Pose Editor, in Maya 2016 Ext 2 are really a long-awaited workflow. Setting up secondary corrective blend shapes in Maya, although possible, was typically a hassle. There were no natively drawn tools that could assist with fixing skinning problems. There were a few tools kicking around, that attempted to tackle the problem. One of these tools even included a Bonus Tool called the Pose Blend Shape Editor. That tool didn’t end up being an elegant solution.
This tutorial accompanies an article in 3D Artist Magazine. It's an introduction to the fantastic new fluid simulation system in Maya 2015, called Bifrost. Everything you need to know to get up and running with fluid simulation.
Expressions offer a way to pass Maya instructions. They are usually composed of mathematical equations or conditional statements, or both. You are even able to issue MEL commands within Maya expressions. Think of an expression as something that can automate key framing tasks. They are ideal for driving attributes that you want to change randomly, or incrementally over time.
This tutorial is an introduction to building Graphical User Interfaces (GUI) in MEL for Maya 2010 and below. Maya 2011 introduces a new methodology for creating GUIs that will not be covered here. Well be going over proper coding for UIs, error handling, and well put together a very useful script that gives you considerable control over an objects pivot point
Fryrender is the physically-based light simulator developed by RandomControl. It is a photo-realistic render engine where all the elements involved in the generation of the final image (materials, lights and cameras) are based on physically accurate models. In Fryrender, when you hit the render button, a simulation of the real behavior of light happens inside. Because of this, it is possible to achieve hyper-realistic results with minimal effort.
In this video, from “Introduction to Rendering with mental ray in Autodesk Maya 2009”, we will continue to become familiar with the new Irradiance Particles feature from the latest version of mental ray. Learn how to start working with Irradiance Particles and lower your render times while balancing out the render quality of your image using custom techniques and settings.