Rigging

My latest demo reel

My most recent demo reel is of my work at PlaySide Studios where I have been rigging characters and looking after artist tools and pipeline.
In this demo reel I am showing the final rendered mesh of the asset, the skeleton of the asset, to demonstrate the capabilities of the rig and its efficiencies. Then showing a wireframe overlay to display the deformation of the character clearly.

Breaking Skinclusters?

Skin Clusters break sometimes. Or you just want to copy skinning from one character to another.

Usually when I have a skin cluster playing up I rebind a duplicate of the mesh to the joints and copy the skin weights from the original mesh.
To do this:
1. Duplicate mesh
2. bind duplicated mesh to the same joints as the original
3. copy skin weights over from old mesh with Skin > Edit Smooth Skin > Copy Skin Weights

Gives you a fresh skin cluster but with the skinning you’d setup already.

Cluster tool

I wrote a bit of code that will create a cluster on polygon geometry regardless of selection type, eg face, edge or vertex. Speeds things up a little.

import maya.cmds as cmds
def makeCluster():
	selection = cmds.ls(sl=True)
	for i in selection:
		string = str(i)
		try:
			object,selected = string.split('.')
			sel,CVnum = selected.split('[')
			if sel == 'e':
				verts = cmds.polyListComponentConversion(selection,fromEdge=True,toVertex=True)
				cmds.select(verts, r=True)
			print 'passed edge'
			if sel == 'f':
				verts = cmds.polyListComponentConversion(selection,fromFace=True,toVertex=True)
				cmds.select(verts, r=True)
			print 'passed face'
			if sel == 'vtx':
				print ' no conversion needed'
			print 'passed vtx'
		except:
			print 'object selected'

	cmds.cluster()
makeCluster()