(Located in the Animation, Modeling, and Rigging menu sets).
See Create blend shape deformers and Shape authoring for more information.
To open and change the Blend Shape Options, select .
To open and change the Cluster Options, select .
See also Create cluster deformers.
To open and change the Delta Mush Options, select .
See also Create Delta Mush deformers.
To open and change the Lattice Options, select .
See also Create lattice deformers.
To open and change the Wrap Options, select .
See also Create wrap deformers.
To open and change the Shrinkwrap Options, select .
See also Shrinkwrap deformer.
To open and change the Wire Tool Options, select .
See also Set wire deformers.
To open and change the Wrinkle Tool Options, select .
See also Create Wrinkle deformers.
To open the Muscle menu, select .
To open the Nonlinear menu, select .
See also Create nonlinear deformers.
To open and change the Soft Modification Tool options, select .
See also Use the Soft Modification Tool.
To open the Sculpt Options, select .
See also Create sculpt deformers.
To open the Texture Options, select .
See also Create a texture deformer.
To open the Jiggle deformer menu, select .
See also Creating Jiggle deformers.
To open the Point On Curve Options, select .
See also Create Point on Curve deformers.
See also Edit Lattice deformers.
See also Shrinkwrap deformer, Edit Shrinkwrap deformers, and Shrinkwrap Options.
See also Edit wire deformers,
You can directly edit deformer set memberships by selecting deformable object points with the Set Membership Tool.
See Edit deformer set membership and Paint 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. Prune Membership is available for only Cluster, Lattice, Sculpt, and Wire deformers.
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 0.0 for some target shapes at any point in time, this operation is especially dangerous when applied to blend shape deformations. 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.
Select Mirror Deformer Weights Options.
to open theSee also Mirror deformer weights.
Opens the Paint Attributes Tool Options.
Opens the Export Deformer Weights Options, where you can set the options for exporting deformer weights as an XML file.
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.