You can create an object and use it to influence the shape of smooth skin. The object, called an influence object, acts like a surgical implant against which the skin deforms. For example, you can create a sphere and use it to simulate a muscle or bone that bulges as you pose the character in certain positions. You can also use an influence object to smooth deformation and maintain volume in regions that collapse while bending.
In the next steps, you’ll use a cylinder to give Sven's forearm better structure. To use an influence object, the skeleton must be in the bind pose—the original pose at which the skin was bound to Sven.
To return the skeleton to the bind pose
After you use an IK handle to pose a character, you must do this step before you can return the skeleton to the bind (T-stance) pose.
You must do this step to enable the IK solvers so you can manipulate IK handles in the scene again.
To position a cylinder to be used as an influence object
By making Sven a template, you won’t accidentally select Sven in subsequent steps.
To make the cylinder an influence object
Maya completes the operation within a few moments. To ensure the influence object stays in the correct position at the forearm, you will parent it to the left_elbow joint.
The order of selection is important. The parent object should be selected last.
The forearm_influence nodes appear in the skeleton hierarchy below the left_elbow joint.
The forearm_influenceBase is known as a base object. It stores vertex position information for the influence object. The reason for parenting the base object to the left_elbow joint is so that the influence object’s vertices stay in the correct position at the forearm whenever the forearm moves to a new position. Other than this step, you do not work with the base object.
The left elbow (right in picture) looks more natural than the right elbow. To tune the elbow’s deformation during bending, change the position, scale, and rotation of forearm_influence.
Don't worry if the influence object pokes through the skin. It won’t be displayed when you render animations.