There are times when you have already skinned your geometry to some joints in Maya, however, there are client changes that need to happen afterwards, here Marco d’Ambros notes that since Maya 2010 could use the Move Skinned Joint command.

Marco takes that concept a step forward and shows how you can move a joint that already is skinned in Maya using a Maya skinCluster Node, allowing you to create the same result, but in your own rigs.

I explain how move a skinned joint with the skinCluster, and I show a little explain how to implemented in a rig

Marco goes over the skinCluster Node in Maya, and looks at the Matrix Attributes and its Bind Pose Attributes, referring back to his tutorial that mixed a collision system with Maya’s Matrix Nodes.

1 comment

  1. Stefan E.

    As with your video about the collision system this was just awesome 😀
    I would be very interested in seeing the show for the follicle script.
    Keep up that great work man, its super

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