This mode allows some volume shrinking and collapse deformation effects to occur.
#AUTODESK MAYA 2015 SET JOINT ROTATION LIMITS SKIN#
Use this mode if you want basic smooth skin deformation effects, the same as in previous versions of Maya. Sets the object to use classic linear skinning. The following image compares the default weights assigned for a character's left arm joint using the three different bind methods. While legacy bind methods create artifacts, and Heat Map binding often fails on real-world meshes, the Geodesic Voxel bind method addresses these issues by using a voxelized representation of your character, computing the bind weights, and then applying the resulting weights to the existing closed-form skinning method, deforming the character's geometry. Uses a voxel representation of the mesh to help calculate influence weights. Higher (hotter) weight values occur closest to the joint, and dissipate to lower (cooler) values as you move away from the object. Initial weights are set based on each influence object inside the mesh acting as a heat source, emitting weight values onto the surrounding mesh. Uses a heat diffusion technique to distribute influence weights. In character setup, this method can cause inappropriate joint influences, such as a right thigh joint influencing nearby skin points on the left thigh. When binding skin, Maya ignores the hierarchy of the skeleton. Specifies that joint influence is based only on proximity to the skin points.
For example, this method can prevent a right thigh joint from influencing nearby skin points on the left thigh. In character setup, this method can prevent inappropriate joint influences. Specifies that joint influence is based on the skeleton’s hierarchy.