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Sculpt Deformers
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Sculpt deformers are spherical-shaped deformers that can push or pull vertices that they are set to deform We can use sculpt deformers to solve many of the problems for which we have already used influence objects However, where they are particularly useful is when you need to have the appearance of skin sliding over muscle or bone In this section, we ll use a sculpt deformer to create the sliding of the skin over the top of the elbow bone:
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Select the body geometry and choose Deform | Create Sculpt Deformer Two objects will be created, a sculpt deformer and a stretch origin locator Move and Snap these to the elbow joint Group them together and parent them to the bicep joint Once you learn about constraints in 11, it is suggested that you
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parent constrain the sculpt deformer to the bicep joint instead of parenting it
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Move the sculpt deformer out toward the elbow area of the geometry Bend the arm and find the best place for the sculpt node so that it looks like it would represent the bone, as shown here:
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Add the Facial Blend Shapes
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The last thing we ll do here is add the blend shapes that we created in 8 We need to add them into the geometry so that they evaluate before the skin cluster (joint deformations)
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Import the file that we created in 8 or use the file on the DVD called mcr8_ ch08_finishma Select the object called baseGeo and then select our bound mesh Choose Deform | Create Blend Shape r Name the blend shape faceShapes
10
Skinning and Advanced Deformations
Click the Advanced tab in the Create Blend Shape Options window, shown here, and set the Deformation Order to Front of Chain
Now, when you bend a joint and invoke a facial expression on the blend shape node, the two work in perfect harmony The blend shape is calculated before the skin cluster If it were the other way around, you would bend a joint and then add the smile shape and the model would go back to its t-pose because the blend shape would be overriding the skin cluster
Summary
In this chapter, you learned to bind geometry to a skeleton and effectively edit the weights But we still have a long way to go before the character is fully rigged In the next few chapters, you will learn how to set up the controls that will operate the skeleton and the other deformations
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Connecting Attributes
One of the single most powerful
features in Maya is the ability to connect the attributes of any nodes together These connections are, after all, the basis of the entire application Connections are made every time a Maya scene is opened Nodes are connected every time you set a keyframe on an attribute, assign a material to a surface, or add an edge loop to a polygonal mesh Just about every operation you carry out by selecting a menu command makes
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Maya 8
The Complete Reference
some type of connection between the nodes in the scene In this chapter, we are going to begin looking under the hood and making some connections of our own
Types of Connections
Maya offers four ways of connecting attributes together: direct connections, expressions, keyed relationships, and constraints
Direct Connections
A direct connection occurs when the output of one attribute is connected to the attribute of another attribute For example, if you had two cubes, cubeA and cubeB, and cubeB s attributes were directly connected to the corresponding transform attributes on cubeA, the Rotate X attribute of cubeB would be equal to the Rotate X value of cubeA When cubeA is rotated on X, then cubeB will also rotate the same amount on X The real power of direct connections is that the attributes don t need to be connected to corresponding attributes of another object In the cube example, we could connect the Rotate X attribute of cubeB to the Translate Y attribute of cubeA, so that when cubeA is translated 30 units in Y, cubeB will rotate 30 degrees in X Going a step further, we could even connect the Color attribute of the material that is applied to cubeA to the Scale Z attribute of cubeA This way, when cubeA is scaled down in Z, the color will change Any attribute can be connected to another attribute As you can imagine, this provides an enormous amount of control over everything in your scene
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