DEFORMERS IN MAYA PDF

You can add deformation effects to your characters and objects to enhance their animations. Deformers are tools that let you transform or animate objects in ways that simple manipulation and keyframes cannot. In other software packages, the terms modifiers and space warps are used to refer to what Maya calls deformers. Deformers have two main applications: to model surfaces or to add extra shape animations to an object.

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Found in the Animation, Modeling, and Rigging menu sets. See Create blend shape deformers and Shape authoring for more information. See also Create cluster deformers. See also Curve Warp deformer. See also Create Delta Mush deformers.

See also Create lattice deformers. See also Create wrap deformers. See also Shrinkwrap deformer. See also Set wire deformers. See also Create Wrinkle deformers.

See also Pose space deformations. See also Create nonlinear deformers. See also Use the Soft Modification Tool. See also Create sculpt deformers. See also Create a texture deformer. See also Creating Jiggle deformers. See also Create Point on Curve deformers. See also Edit Lattice deformers. See also Edit wire deformers ,. You can directly edit deformer set memberships by selecting deformable object points with the Set Membership Tool. Opens the Prune Membership menu. You can remove unaffected points from a deformer set based on which points the deformer is affecting.

Use this to avoid unnecessary calculations for points that are not being affected by the deformation. The pruning operation considers only the current position of each component in the undeformed and deformed versions of the geometry affected by the specified deformation.

If you have animated attributes of your deformation, the pruning operation is performed based only on the current attribute values. This means that components that are potentially affected at other frames of your animation might get pruned out if they are unaffected at the current frame.

Since a typical blend shape operation has weights of 0. For this reason, there is no menu item provided to prune membership for blend shape deformers. However, you can access prune membership for blend shape deformers through the command line. See To prune Cluster deformer set membership. See To prune Lattice deformer set membership. See also Mirror deformer weights.

Opens the Paint Attributes Tool Options. Lets you select from a drop-down list of the deformer nodes in your scene. Enter a file name for the weight map. By default the weight map is saved to your current project directory.

Click the folder icon to browse to a different directory. Opens the Import Deformer Weights Options , where you can select a file containing the deformer weight map you want to import. Lets you enter the name of the node where you want to import the weights. You can also select the node from the Existing nodes list. Select from a drop-down list of the deformer nodes in your scene. Enter the name of the XML file you want to import, or click the folder icon to browse and select a file.

This drop-down menu lets you select from the following options:. Replaces current values on the skinned object with the imported values taken from the XML file, overwriting values only for vertices that match between the mesh and imported weights file for example vertex1 on mesh to vertex1 of the imported XML file. Select this option if you want the import to rely on the index of the vertex in the deformer. This is useful for getting a perfect match between shape nodes and deformers.

Select this option if you want Maya to determine which point gets what weights based on the proximity of the point in the weight map. This can be useful when the index numbers have changed but the topology is very similar or exact. Replaces current values on the skinned object with the imported values taken from the XML file, overwriting any default values for weights.

When on, Maya ignores the names of the deformer nodes when trying to import weights. When on by default , Maya completes an extra normalization pass while importing the weight values in order to prevent jagged artifacts from appearing on the target mesh. In some cases, these artifacts can occur after weight values are rounded on export. Cluster Creates a Cluster deformer. Curve Warp Creates a Curve Warp deformer.

Delta Mush Creates a Delta Mush deformer. Lattice Creates a Lattice deformer. Wrap Creates a Wrap deformer. ShrinkWrap Creates a ShrinkWrap deformer. Wire Creates a Wire deformer. Wrinkle Creates a Wrinkle deformer. Muscle Creates a Muscle deformer.

See also Maya Muscle. See Shape authoring and Create blend shape deformers for general information on blend shape deformations. However, you cannot change the resolution of a lattice if the lattice points have been moved from their reset position or the lattice has history.

If you want to change the divisions on a lattice with history, find the input lattice shape and change its divisions. Wrap Add Influence Adds the selected object as a new influence for the specified wrap deformation. Remove Influence Removes the selected influence object from the specified wrap deformation. See also Edit Wrap deformers. Remove Inner Object Removes the connection between the inner object and the wrapper object without deleting the shrinkwrap node.

When you remove an inner object, it no longer affects the wrapper object. Remove Target Removes the connection between the target object and the wrapper object without deleting the shrinkwrap node.

When you remove a target, it no longer affects the wrapper object. Set Inner Object Lets you reset your inner object after you've created a shrinkwrap deformer in your scene. Set Target Lets you reset your target object after you've created a shrinkwrap deformer in your scene. Wire Opens the Wire Menu. See also Edit wire deformers , Edit Membership Tool You can directly edit deformer set memberships by selecting deformable object points with the Set Membership Tool.

Prune Membership Opens the Prune Membership menu. Mirror Deformer Weights Mirrors deformer weights. You can use intermediate objects as points-of-reference when deforming objects.

For example, you can compare a deformed object and its intermediate object to determine how different the deformed object is from its original shape. See also Displaying and hiding intermediate objects. Paint Weights You can paint deformer weighting for a subtle result.

Tension Opens the Paint Attributes Tool options. Lattice Opens the Paint Attributes Tool options. Existing nodes Lets you select from a drop-down list of the deformer nodes in your scene. File name Enter a file name for the weight map.

Import Weights Opens the Import Deformer Weights Options , where you can select a file containing the deformer weight map you want to import. Deformer node Lets you enter the name of the node where you want to import the weights. Existing nodes Select from a drop-down list of the deformer nodes in your scene. File name Enter the name of the XML file you want to import, or click the folder icon to browse and select a file.

Mapping Method This drop-down menu lets you select from the following options: Index Replaces current values on the skinned object with the imported values taken from the XML file, overwriting values only for vertices that match between the mesh and imported weights file for example vertex1 on mesh to vertex1 of the imported XML file.

Nearest Select this option if you want Maya to determine which point gets what weights based on the proximity of the point in the weight map. Over Replaces current values on the skinned object with the imported values taken from the XML file, overwriting any default values for weights. Parent topic: Modeling menu set.

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Switch to the Modeling or the Animation Module for these examples. It is specifically designed to perform morphing tasks, and it has a separate slider editor. You can also access blend shape sliders in the Attribute Editor or through the channels in the Channel box. Blend shape is especially useful for facial animation. In this type of animation, a group set shapes such as certain phonemes or facial expressions need to be readily accessible, editable and blendable.

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