Creative Design & Branding

Scenario Maya Deformation

Use when skinning a character in Maya ("bind skin", "fix the weights", weight painting, Skin Tools or ngSkinTools layers), when deformation looks wrong (pinching, candy-wrapper wrist, collapsing elbow or shoulder, volume loss, clothes poking through), when mirroring, copying or capping skin weights for Unreal or Unity, building blend shapes, corrective shapes or pose space deformation (Pose Editor on IK-driven joints), a face rig with shapes or joints, multiple skinClusters, Delta Mush or the ML Deformer, or running a range-of-motion deformation test.

Publisher / source
scenario-labs/skills (found on skills.sh)
Upstream record
scenario-labs/skills
Version
Version 3
Published
Publication review
Approved for publication
Content fingerprint
602d2e68f8a533dcd2fe4aabb80376c0c31efccc201525c58e542ecd594b00e8